qzdoom/src/g_doom
2013-08-09 12:18:58 +02:00
..
a_arachnotron.cpp - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders 2008-09-15 14:11:05 +00:00
a_archvile.cpp - Ability to set A_VileAttack's initial attack's damage type - by BlueShadow. 2013-08-09 12:18:58 +02:00
a_bossbrain.cpp - fixed typo in USDF spec. 2013-06-23 17:38:51 -05:00
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 - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders 2008-09-15 14:11:05 +00:00
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 More header cleanup. 2008-09-15 00:47:31 +00:00
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 - Fixed: A_Respawn also needs to use P_SpawnMapThing-like sector finding. Since it is exactly the 2012-04-03 04:31:27 +00:00
a_doomweaps.cpp - added handling of MF3_FOILINVUL for A_BFGSpray. This function needs special treatment because the shooting player is considered the inflictor of the spray damage. 2013-07-26 00:52:12 +02:00
a_fatso.cpp - Turned A_Explode's affectsource parameter into a flags parameter and added XF_NOTMISSILE 2012-08-30 04:01:50 +00:00
a_keen.cpp - fixed: A_KeenDie should not drop items. 2010-04-23 08:12:47 +00:00
a_lostsoul.cpp - replaced unused RNGs with pr_damagemobj for consistency checksum. 2013-05-30 10:18:46 +00:00
a_painelemental.cpp - Moved MF4_BOSSSPAWNED flag copying from A_PainShootSkull to AActor::CopyFriendliness(). 2013-02-05 02:33:11 +00:00
a_possessed.cpp - Fixed: P_LineAttack() calls that use damage type 'None' should use 'Hitscan' instead. 2012-06-17 03:18:26 +00:00
a_revenant.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_scriptedmarine.cpp - Added a flag to A_M_Refire to ignore the actor's missile state, so the rocket marine will 2013-01-06 04:15:28 +00:00
a_spidermaster.cpp - Changed: The monster refiring functions should use the same sight checking mode as the code that triggers 2010-04-03 07:10:52 +00:00