qzdoom/src/playsim
2020-04-29 17:51:04 +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 - 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_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
a_pickups.h
a_sharedglobal.h Colorize opaque decals using the bleeding actor's blood color, if the 'Shaded' keyword is omitted from the DECALDEF. 2020-03-23 12:50:17 +01:00
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 - 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 - moved around some pieces of code to make sharing with Raze easier. 2020-04-11 20:20:52 +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 - moved more code to 'common'. 2020-04-11 14:00:12 +02:00
p_actionfunctions.cpp - removed the implicit conversion operators from FName. 2020-04-11 14:00:13 +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 - give P_ExplodeMissile a damage type when being called from P_DamageMobj 2019-09-09 15:41:09 +02:00
p_map.cpp - started cleanup of model code. 2020-04-27 00:03:23 +02:00
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 MTF_NOCOUNT to spawn flags 2020-04-27 20:30:37 +02:00
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 - 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_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 Squashed commit of the following: 2019-09-11 08:19:19 +03:00
p_trace.h - moved texture code to 'common'. 2020-04-11 20:20:38 +02:00
p_user.cpp - moved the frame rate drawer out of DFrameBuffer. 2020-04-27 23:53:26 +02:00
po_man.cpp - started cleanup of model code. 2020-04-27 00:03:23 +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