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