gzdoom/src/playsim
Hugo Locurcio 80c5b4d37b Add a cvar to control weapon bobbing while firing
This simulates a feature found in Crispy Doom, which keeps the
weapon bobbing while firing. This leads to a "smoother" appearance
which may look a bit prettier to some people.

The default value of 0 preserves the old behavior.
2020-05-31 23:12:11 +02:00
..
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 - 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
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
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
actor.h - moved around some pieces of code to make sharing with Raze easier. 2020-04-11 20:20:52 +02:00
actorinlines.h
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 - 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_acs.h
p_actionfunctions.cpp Fix MSVS compile bug and add offset parameter for SprayDecal 2020-05-07 09:35:48 +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
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 Merge branch 'master' of https://github.com/coelckers/gzdoom into texture_rework 2020-05-07 04:32:46 -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 - force player respawn to call up the player's default class settings before determining where to respawn the player 2020-05-07 04:33:28 -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
p_spec.cpp
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
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
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 - started cleanup of model code. 2020-04-27 00:03:23 +02:00
portal.h - started cleanup of model code. 2020-04-27 00:03:23 +02:00
statnums.h