gzdoom/src/playsim
MajorCooke 85759e3bd0
Added A_SpriteOffset. (#895)
- Coordinates work akin to A_OverlayOffset: +X shifts to the right, +Y shifts down.
2020-08-27 12:43:09 -04:00
..
bots - fixed compilation of optimized GCC and Clang targets 2020-04-12 11:03:25 +03:00
fragglescript - changed all texture access in the play code to use FGameTexture and redid Hexen's front sky layer by adding a new texture instead of hacking the existing one. 2020-04-19 10:57:46 +02:00
mapthinkers Fix obscure error in Animated Doors where the Actor can be NULL 2020-08-15 09:06:58 +02:00
a_action.cpp
a_decals.cpp Merge branch 'master' of https://github.com/coelckers/gzdoom into texture_rework 2020-05-07 04:32:46 -04:00
a_dynlight.cpp - removed the implicit conversion operators from FName. 2020-04-11 14:00:13 +02:00
a_dynlight.h - moved a few leftover utility classes to 'common'. 2020-04-29 17:51:04 +02:00
a_flashfader.cpp - split the TObjPtr serializers into a separate file to avoid polluting everything that needs to use the serializer. 2020-04-11 20:20:53 +02:00
a_morph.cpp
a_morph.h
a_pickups.cpp Add mapinfo option to disable merging of identical pickup messages on same tic 2020-05-24 08:19:14 +02:00
a_pickups.h
a_sharedglobal.h Fix MSVS compile bug and add offset parameter for SprayDecal 2020-05-07 09:35:48 +02:00
a_specialspot.cpp - split the serializer in two to keep the Doom specific parts out of the main file. 2020-04-11 20:20:53 +02:00
a_specialspot.h
actionspecials.h - moved more files out of the root src directory. 2019-07-14 14:39:21 +02:00
actor.h Added A_SpriteOffset. (#895) 2020-08-27 12:43:09 -04:00
actorinlines.h make various getter and pure-math methods clearscope, and where applicable, const 2020-06-07 09:39:30 +02:00
actorptrselect.cpp
actorptrselect.h
d_player.h Add a cvar to control weapon bobbing while firing 2020-05-31 23:12:11 +02:00
dthinker.cpp - split the serializer in two to keep the Doom specific parts out of the main file. 2020-04-11 20:20:53 +02:00
dthinker.h - split the serializer in two to keep the Doom specific parts out of the main file. 2020-04-11 20:20:53 +02:00
p_3dfloors.cpp - made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special. 2020-04-19 13:40:21 +02:00
p_3dfloors.h - made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special. 2020-04-19 13:40:21 +02:00
p_3dmidtex.cpp - changed all texture access in the play code to use FGameTexture and redid Hexen's front sky layer by adding a new texture instead of hacking the existing one. 2020-04-19 10:57:46 +02:00
p_3dmidtex.h
p_acs.cpp - fixed (un)morphing of more than one actor from ACS 2020-06-07 12:16:46 +03:00
p_acs.h - moved more code to 'common'. 2020-04-11 14:00:12 +02:00
p_actionfunctions.cpp - added missing target check to A_RadiusDamageSelf. 2020-06-16 00:16:22 +02:00
p_checkposition.h
p_destructible.cpp
p_destructible.h
p_effect.cpp Begin TICRATE conversion. 2020-04-12 22:43:33 +02:00
p_effect.h Begin TICRATE conversion. 2020-04-12 22:43:33 +02:00
p_enemy.cpp - started cleanup of model code. 2020-04-27 00:03:23 +02:00
p_enemy.h - moved around some pieces of code to make sharing with Raze easier. 2020-04-11 20:20:52 +02:00
p_interaction.cpp - reduce backend's dependency on game state by using callbacks. 2020-04-11 20:19:53 +02:00
p_linetracedata.h
p_linkedsectors.cpp
p_lnspec.cpp - let TeleportSpecial universally map to Teleport when checking action special names. 2020-04-19 18:00:27 +02:00
p_lnspec.h
p_local.h Fix bouncing missiles not dealing damage when hitting top/bottom (#1068) 2020-04-30 08:55:09 +02:00
p_map.cpp Optimized P_CheckPosition. (#1161) 2020-08-27 12:37:39 -04:00
p_maputl.cpp - started cleanup of model code. 2020-04-27 00:03:23 +02:00
p_maputl.h - started cleanup of model code. 2020-04-27 00:03:23 +02:00
p_mobj.cpp Added A_SpriteOffset. (#895) 2020-08-27 12:43:09 -04:00
p_pspr.cpp - split the serializer in two to keep the Doom specific parts out of the main file. 2020-04-11 20:20:53 +02:00
p_pspr.h - moved the remaining core parts of the GL renderer to 'common'. 2020-04-29 17:19:17 +02:00
p_secnodes.cpp - started cleanup of model code. 2020-04-27 00:03:23 +02:00
p_sectors.cpp - reworking some lower level texture code. 2020-04-19 10:57:46 +02:00
p_sight.cpp - let a sight check that gets lost return failure. 2019-12-28 16:33:20 +01:00
p_spec.cpp - change recent /0 fix to conform to UDMF specs 2020-06-25 09:30:52 -04:00
p_spec.h
p_switch.cpp - split the serializer in two to keep the Doom specific parts out of the main file. 2020-04-11 20:20:53 +02:00
p_tags.cpp
p_tags.h
p_teleport.cpp
p_things.cpp - separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated. 2019-12-16 23:52:39 +01:00
p_trace.cpp - fixed: TRF_ALLACTORS did not consider actors without any flag being set. 2020-05-25 19:33:14 +02:00
p_trace.h - moved texture code to 'common'. 2020-04-11 20:20:38 +02:00
p_user.cpp Add a cvar to control weapon bobbing while firing 2020-05-31 23:12:11 +02:00
po_man.cpp - fixed missing sound for Polyobj_MoveTo. 2020-05-25 16:24:36 +02:00
po_man.h
portal.cpp - added initialization for line and sector portals 2020-08-25 21:54:36 +03:00
portal.h - added initialization for line and sector portals 2020-08-25 21:54:36 +03:00
statnums.h