qzdoom/src/playsim/mapthinkers
2020-04-19 10:57:46 +02:00
..
a_ceiling.cpp
a_ceiling.h
a_decalfx.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_decalfx.h
a_doors.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_doors.h
a_floor.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_floor.h
a_lightning.cpp Begin TICRATE conversion. 2020-04-12 22:43:33 +02:00
a_lightning.h
a_lights.cpp
a_lights.h
a_lighttransfer.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_lighttransfer.h
a_pillar.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_pillar.h
a_plats.cpp - fixed usage of floor sound with Plat_DownWaitUpStayLip special 2020-01-31 13:21:14 +02:00
a_plats.h - fixed usage of floor sound with Plat_DownWaitUpStayLip special 2020-01-31 13:21:14 +02:00
a_pusher.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_pusher.h
a_quake.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_scroll.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_scroll.h
dsectoreffect.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
dsectoreffect.h
p_spec_thinkers.h