qzdoom/src/g_doom
Christoph Oelckers 4f0cfa29b4 - missed a '!'.
2016-01-26 10:50:31 +01:00
..
a_arachnotron.cpp
a_archvile.cpp - yet more refactoring. 2016-01-18 18:52:24 +01:00
a_bossbrain.cpp - let's make some use of AActor::Pos and get rid of some of those X() and Y() calls... 2016-01-18 21:01:52 +01:00
a_bruiser.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_cacodemon.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_cyberdemon.cpp
a_demon.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_doomglobal.h
a_doomimp.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_doommisc.cpp
a_doomweaps.cpp - missed a '!'. 2016-01-26 10:50:31 +01:00
a_fatso.cpp - let's make some use of AActor::Pos and get rid of some of those X() and Y() calls... 2016-01-18 21:01:52 +01:00
a_keen.cpp
a_lostsoul.cpp - next round of refactoring. 2016-01-18 16:49:24 +01:00
a_painelemental.cpp - let's make some use of AActor::Pos and get rid of some of those X() and Y() calls... 2016-01-18 21:01:52 +01:00
a_possessed.cpp
a_revenant.cpp - let's make some use of AActor::Pos and get rid of some of those X() and Y() calls... 2016-01-18 21:01:52 +01:00
a_scriptedmarine.cpp - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
a_spidermaster.cpp