gzdoom/src/g_hexen
2016-01-10 20:46:26 +01:00
..
a_bats.cpp - Remove FloatBobOffsets[], since it's just a mini-finesine[] table multiplied by 8. 2012-07-11 02:50:13 +00:00
a_bishop.cpp - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions 2013-01-02 04:39:59 +00:00
a_blastradius.cpp - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
a_boostarmor.cpp - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders 2008-09-15 14:11:05 +00:00
a_centaur.cpp - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders 2008-09-15 14:11:05 +00:00
a_clericflame.cpp - Enough with this "momentum" garbage. What Doom calls "momentum" is really 2009-06-30 20:57:51 +00:00
a_clericholy.cpp - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
a_clericmace.cpp - use a separate counter from AActor::special1 to count weapon use with some Hexen weapons. special1 is used for some other purposes as well, and when using a separate counter it can be reset to 0 when changing weapons, preventing counting errors. 2014-09-13 12:38:16 +02:00
a_clericstaff.cpp - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
a_dragon.cpp - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
a_fighteraxe.cpp - use a separate counter from AActor::special1 to count weapon use with some Hexen weapons. special1 is used for some other purposes as well, and when using a separate counter it can be reset to 0 when changing weapons, preventing counting errors. 2014-09-13 12:38:16 +02:00
a_fighterhammer.cpp - use a separate counter from AActor::special1 to count weapon use with some Hexen weapons. special1 is used for some other purposes as well, and when using a separate counter it can be reset to 0 when changing weapons, preventing counting errors. 2014-09-13 12:38:16 +02:00
a_fighterplayer.cpp - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
a_fighterquietus.cpp - Fixed: AFSwordMissile::DoSpecialDamage had a unique prototype 2013-10-09 22:32:52 -05:00
a_firedemon.cpp - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
a_flechette.cpp - Random spawners no longer move the missile forward when spawning them, because presumably 2013-03-21 03:06:04 +00:00
a_flies.cpp - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
a_fog.cpp - Remove FloatBobOffsets[], since it's just a mini-finesine[] table multiplied by 8. 2012-07-11 02:50:13 +00:00
a_healingradius.cpp - some refactoring of P_AproxDistance calls into newly defined AActor method AproxDistance. 2016-01-10 17:52:41 +01:00
a_heresiarch.cpp - some refactoring of P_AproxDistance calls into newly defined AActor method AproxDistance. 2016-01-10 17:52:41 +01:00
a_hexenglobal.h - changed damage screen blending code so that the same version can be used by any renderer. 2012-05-01 11:27:54 +00:00
a_hexenmisc.cpp Add flies (doomed #112) from the Hexen retail beta 2015-04-02 17:52:54 -05:00
a_hexenspecialdecs.cpp - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
a_iceguy.cpp - Shut up GCC aggressive optimizer warnings. 2014-05-25 10:11:09 +02:00
a_korax.cpp - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
a_magecone.cpp - Make APoisonCloud::DoSpecialDamage() and P_PoisonDamage() respect damage factors. 2012-06-29 04:21:31 +00:00
a_magelightning.cpp - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
a_magestaff.cpp - added Gez's fixed palette flashes for Hexen. 2012-04-22 07:58:04 +00:00
a_pig.cpp - fixed: All melee attack functions only used the target acquired by P_AimLineAttack for all subsequent calculations, not the actual victim of the attack. 2010-06-13 11:14:01 +00:00
a_serpent.cpp - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions 2013-01-02 04:39:59 +00:00
a_spike.cpp - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions 2013-01-02 04:39:59 +00:00
a_summon.cpp - Added AActor::SetFriendPlayer() to make setting FriendPlayer cleaner to read when doing it with 2012-06-09 04:15:56 +00:00
a_teleportother.cpp - The complete FMapThing is overkill for storing player starts, so use a new minimal structure for them. 2012-07-08 02:18:15 +00:00
a_wraith.cpp - Remove FloatBobOffsets[], since it's just a mini-finesine[] table multiplied by 8. 2012-07-11 02:50:13 +00:00