mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-16 12:40:38 +00:00
- renamed a few headers.
This commit is contained in:
parent
28b2bcb444
commit
2bd4173716
26 changed files with 259 additions and 150 deletions
94
source/games/duke/src/actor.h
Normal file
94
source/games/duke/src/actor.h
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@ -0,0 +1,94 @@
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#pragma once
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// shared functions
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void movecyclers(void);
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void movedummyplayers(void);
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void resetlanepics(void);
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void moveplayers();
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void doanimations();
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void movefx();
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void ms(short i);
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void movecrane(int i, int crane);
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void movefountain(int i, int fountain);
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void moveflammable(int i, int tire, int box, int pool);
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void detonate(int i, int explosion);
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void movemasterswitch(int i, int spectype1, int spectype2);
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void movetrash(int i);
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void movewaterdrip(int i, int drip);
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void movedoorshock(int i);
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void movetouchplate(int i, int plate);
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void movecanwithsomething(int i);
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void bounce(int i);
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void movetongue(int i, int tongue, int jaw);
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void moveooz(int i, int seenine, int seeninedead, int ooz, int explosion);
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void lotsofstuff(spritetype* s, short n, int spawntype);
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bool respawnmarker(int i, int yellow, int green);
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bool rat(int i, bool makesound);
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bool queball(int i, int pocket, int queball, int stripeball);
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void forcesphere(int i, int forcesphere);
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void recon(int i, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(int i));
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void ooz(int i);
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void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT);
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void camera(int i);
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void forcesphere(int i);
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void watersplash2(int i);
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void frameeffect1(int i);
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bool money(int i, int BLOODPOOL);
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bool jibs(int i, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2);
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bool bloodpool(int i, bool puke, int TIRE);
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void shell(int i, bool morecheck);
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void glasspieces(int i);
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void scrap(int i, int SCRAP1, int SCRAP6);
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void handle_se00(int i, int LASERLINE);
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void handle_se01(int i);
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void handle_se14(int i, bool checkstat, int RPG, int JIBS6);
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void handle_se30(int i, int JIBS6);
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void handle_se02(int i);
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void handle_se03(int i);
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void handle_se04(int i);
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void handle_se05(int i, int FIRELASER);
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void handle_se08(int i, bool checkhitag1);
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void handle_se10(int i, const int *);
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void handle_se11(int i);
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void handle_se12(int i, int planeonly = 0);
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void handle_se13(int i);
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void handle_se15(int i);
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void handle_se16(int i, int REACTOR, int REACTOR2);
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void handle_se17(int i);
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void handle_se18(int i, bool morecheck);
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void handle_se19(int i, int BIGFORCE);
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void handle_se20(int i);
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void handle_se21(int i);
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void handle_se22(int i);
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void handle_se26(int i);
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void handle_se27(int i);
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void handle_se32(int i);
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void handle_se35(int i, int SMALLSMOKE, int EXPLOSION2);
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void handle_se128(int i);
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void handle_se130(int i, int countmax, int EXPLOSION2);
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void respawn_rrra(int i, int j);
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int dodge(spritetype*);
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void alterang(int a, int g_i, int g_p);
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void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(int, int), void (*falladjustz)(spritetype*));
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void checkavailweapon(struct player_struct* p);
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// tile names which are identical for all games.
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enum
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{
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SECTOREFFECTOR = 1,
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ACTIVATOR = 2,
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TOUCHPLATE = 3,
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ACTIVATORLOCKED = 4,
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MUSICANDSFX = 5,
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LOCATORS = 6,
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CYCLER = 7,
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MASTERSWITCH = 8,
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RESPAWN = 9,
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GPSPEED = 10,
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FOF = 13,
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};
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@ -36,7 +36,7 @@ This file contains parts of DukeGDX by Alexander Makarov-[M210] (m210-2007@mail.
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#include "ns.h"
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#include "global.h"
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#include "actors.h"
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#include "zz_actors.h"
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#include "names.h"
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BEGIN_DUKE_NS
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@ -27,7 +27,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "actors.h"
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#include "zz_actors.h"
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#include "names_rr.h"
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#include "serializer.h"
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@ -28,7 +28,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "ns.h"
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#include "global.h"
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#include "actors.h"
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#include "zz_actors.h"
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#include "names_rr.h"
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#include "mmulti.h"
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@ -28,7 +28,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "ns.h"
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#include "global.h"
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#include "actors.h"
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#include "zz_actors.h"
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#include "names_rr.h"
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BEGIN_DUKE_NS
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@ -108,7 +108,7 @@ EDUKE32_STATIC_ASSERT(7 <= MAXTILES-MAXUSERTILES);
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END_DUKE_NS
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#include "actors.h"
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#include "zz_actors.h"
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#include "common_game.h"
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#include "gamecontrol.h"
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#include "game.h"
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@ -123,7 +123,7 @@ END_DUKE_NS
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#include "player.h"
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#include "quotes.h"
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#include "rts.h"
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#include "text.h"
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#include "zz_text.h"
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#include "sector.h"
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#include "sounds.h"
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#include "soundefs.h"
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@ -33,7 +33,7 @@ source as it is released.
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#include "ns.h"
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#include "global.h"
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#include "actors.h"
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#include "zz_actors.h"
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#include "names.h"
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BEGIN_DUKE_NS
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@ -27,7 +27,7 @@ Prepared for public release, 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "ns.h"
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#include "global.h"
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#include "actors.h"
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#include "zz_actors.h"
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#include "names_rr.h"
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BEGIN_DUKE_NS
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@ -24,7 +24,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#define gamedef_h_
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#include "gamevar.h"
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#include "actors.h"
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#include "zz_actors.h"
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#include "build.h" // hashtable_t
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#include "cheats.h"
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#include "common.h" // tokenlist
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132
source/games/duke/src/interpolate.cpp
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132
source/games/duke/src/interpolate.cpp
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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void updateinterpolations() //Stick at beginning of domovethings
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{
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long i;
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for(i=numinterpolations-1;i>=0;i--) oldipos[i] = *curipos[i];
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}
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void setinterpolation(long *posptr)
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{
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long i;
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if (numinterpolations >= MAXINTERPOLATIONS) return;
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for(i=numinterpolations-1;i>=0;i--)
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if (curipos[i] == posptr) return;
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curipos[numinterpolations] = posptr;
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oldipos[numinterpolations] = *posptr;
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numinterpolations++;
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}
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void stopinterpolation(long *posptr)
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{
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long i;
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for(i=numinterpolations-1;i>=startofdynamicinterpolations;i--)
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if (curipos[i] == posptr)
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{
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numinterpolations--;
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oldipos[i] = oldipos[numinterpolations];
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bakipos[i] = bakipos[numinterpolations];
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curipos[i] = curipos[numinterpolations];
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}
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}
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void dointerpolations(long smoothratio) //Stick at beginning of drawscreen
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{
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long i, j, odelta, ndelta;
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ndelta = 0; j = 0;
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for(i=numinterpolations-1;i>=0;i--)
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{
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bakipos[i] = *curipos[i];
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odelta = ndelta; ndelta = (*curipos[i])-oldipos[i];
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if (odelta != ndelta) j = mulscale16(ndelta,smoothratio);
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*curipos[i] = oldipos[i]+j;
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}
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}
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void restoreinterpolations() //Stick at end of drawscreen
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{
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long i;
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for(i=numinterpolations-1;i>=0;i--) *curipos[i] = bakipos[i];
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}
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void setsectinterpolate(short i)
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{
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long j, k, startwall,endwall;
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startwall = sector[SECT].wallptr;
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endwall = startwall+sector[SECT].wallnum;
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for(j=startwall;j<endwall;j++)
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{
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setinterpolation(&wall[j].x);
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setinterpolation(&wall[j].y);
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k = wall[j].nextwall;
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if(k >= 0)
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{
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setinterpolation(&wall[k].x);
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setinterpolation(&wall[k].y);
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k = wall[k].point2;
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setinterpolation(&wall[k].x);
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setinterpolation(&wall[k].y);
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}
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}
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}
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void clearsectinterpolate(short i)
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{
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short j,startwall,endwall;
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startwall = sector[SECT].wallptr;
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endwall = startwall+sector[SECT].wallnum;
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for(j=startwall;j<endwall;j++)
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{
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stopinterpolation(&wall[j].x);
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stopinterpolation(&wall[j].y);
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if(wall[j].nextwall >= 0)
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{
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stopinterpolation(&wall[wall[j].nextwall].x);
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stopinterpolation(&wall[wall[j].nextwall].y);
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}
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}
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}
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@ -23,7 +23,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#ifndef sector_h_
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#define sector_h_
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#include "actors.h" // actor_t
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#include "zz_actors.h" // actor_t
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#include "gamedef.h"
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#include "gamevar.h"
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#include "macros.h"
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@ -35,7 +35,7 @@ source as it is released.
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#include <utility>
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#include "ns.h"
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#include "global.h"
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#include "sounds_common.h"
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#include "sounds.h"
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using std::min;
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using std::max;
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@ -34,7 +34,7 @@ source as it is released.
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#include "ns.h"
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#include "global.h"
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#include "sounds_common.h"
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#include "sounds.h"
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#include "names.h"
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// PRIMITIVE
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@ -28,7 +28,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "ns.h"
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#include "global.h"
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#include "sounds_common.h"
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#include "sounds.h"
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#include "names_rr.h"
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// PRIMITIVE
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@ -29,12 +29,23 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#ifndef sounds_public_h_
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#define sounds_public_h_
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#include "sounds_common.h"
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#include "raze_sound.h"
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#include "raze_music.h"
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BEGIN_DUKE_NS
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// Sound flags
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enum {
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SF_LOOP = 1,
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SF_MSFX = 2,
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SF_TALK = 4,
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SF_ADULT = 8,
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SF_GLOBAL = 16,
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SF_ONEINST_INTERNAL = 32,
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SF_DTAG = 128,
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};
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// KEEPINSYNC lunatic/con_lang.lua
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#define MAXSOUNDS 4096
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#define LOUDESTVOLUME 111
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|
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|
@ -1,38 +0,0 @@
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|||
//-------------------------------------------------------------------------
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||||
/*
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||||
Copyright (C) 2013 EDuke32 developers and contributors
|
||||
|
||||
This file is part of EDuke32.
|
||||
|
||||
EDuke32 is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License version 2
|
||||
as published by the Free Software Foundation.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
*/
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
#ifndef EDUKE32_SOUNDS_COMMON_H
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#define EDUKE32_SOUNDS_COMMON_H
|
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|
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// Sound flags
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enum {
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SF_LOOP = 1,
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SF_MSFX = 2,
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SF_TALK = 4,
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SF_ADULT = 8,
|
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SF_GLOBAL = 16,
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SF_ONEINST_INTERNAL = 32,
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|
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SF_DTAG = 128,
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};
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||||
|
||||
#endif
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@ -36,7 +36,7 @@ source as it is released.
|
|||
#include "ns.h"
|
||||
#include "global.h"
|
||||
#include "game.h"
|
||||
#include "sounds_common.h"
|
||||
#include "sounds.h"
|
||||
|
||||
BEGIN_DUKE_NS
|
||||
|
||||
|
|
|
@ -35,7 +35,7 @@ source as it is released.
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|||
#include "ns.h"
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||||
#include "global.h"
|
||||
#include "game.h"
|
||||
#include "sounds_common.h"
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#include "sounds.h"
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||||
#include "names.h"
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|
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BEGIN_DUKE_NS
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|
|
|
@ -30,7 +30,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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|||
#include "ns.h"
|
||||
#include "global.h"
|
||||
#include "game.h"
|
||||
#include "sounds_common.h"
|
||||
#include "sounds.h"
|
||||
#include "names_rr.h"
|
||||
|
||||
BEGIN_DUKE_NS
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||||
|
|
|
@ -247,13 +247,6 @@ int LocateTheLocator(int const tag, int const sectNum);
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|||
int A_IncurDamage(int spriteNum);
|
||||
void A_DeleteSprite(int spriteNum);
|
||||
|
||||
void movecyclers(void);
|
||||
void movedummyplayers(void);
|
||||
void resetlanepics(void);
|
||||
void moveplayers();
|
||||
void doanimations();
|
||||
void movefx();
|
||||
|
||||
int G_SetInterpolation(int32_t *posptr);
|
||||
void G_ClearCameraView(DukePlayer_t *ps);
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void clearcamera(player_struct* ps);
|
||||
|
@ -322,90 +315,7 @@ inline int wakeup(int sn, int pn)
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|||
return G_WakeUp(&sprite[sn], pn);
|
||||
}
|
||||
|
||||
// shared functions
|
||||
void ms(short i);
|
||||
void movecrane(int i, int crane);
|
||||
void movefountain(int i, int fountain);
|
||||
void moveflammable(int i, int tire, int box, int pool);
|
||||
void detonate(int i, int explosion);
|
||||
void movemasterswitch(int i, int spectype1, int spectype2);
|
||||
void movetrash(int i);
|
||||
void movewaterdrip(int i, int drip);
|
||||
void movedoorshock(int i);
|
||||
void movetouchplate(int i, int plate);
|
||||
void movecanwithsomething(int i);
|
||||
void bounce(int i);
|
||||
void movetongue(int i, int tongue, int jaw);
|
||||
void moveooz(int i, int seenine, int seeninedead, int ooz, int explosion);
|
||||
void lotsofstuff(spritetype* s, short n, int spawntype);
|
||||
bool respawnmarker(int i, int yellow, int green);
|
||||
bool rat(int i, bool makesound);
|
||||
bool queball(int i, int pocket, int queball, int stripeball);
|
||||
void forcesphere(int i, int forcesphere);
|
||||
void recon(int i, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(int i));
|
||||
void ooz(int i);
|
||||
void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT);
|
||||
void camera(int i);
|
||||
void forcesphere(int i);
|
||||
void watersplash2(int i);
|
||||
void frameeffect1(int i);
|
||||
bool money(int i, int BLOODPOOL);
|
||||
bool jibs(int i, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2);
|
||||
bool bloodpool(int i, bool puke, int TIRE);
|
||||
void shell(int i, bool morecheck);
|
||||
void glasspieces(int i);
|
||||
void scrap(int i, int SCRAP1, int SCRAP6);
|
||||
|
||||
void handle_se00(int i, int LASERLINE);
|
||||
void handle_se01(int i);
|
||||
void handle_se14(int i, bool checkstat, int RPG, int JIBS6);
|
||||
void handle_se30(int i, int JIBS6);
|
||||
void handle_se02(int i);
|
||||
void handle_se03(int i);
|
||||
void handle_se04(int i);
|
||||
void handle_se05(int i, int FIRELASER);
|
||||
void handle_se08(int i, bool checkhitag1);
|
||||
void handle_se10(int i, const int *);
|
||||
void handle_se11(int i);
|
||||
void handle_se12(int i, int planeonly = 0);
|
||||
void handle_se13(int i);
|
||||
void handle_se15(int i);
|
||||
void handle_se16(int i, int REACTOR, int REACTOR2);
|
||||
void handle_se17(int i);
|
||||
void handle_se18(int i, bool morecheck);
|
||||
void handle_se19(int i, int BIGFORCE);
|
||||
void handle_se20(int i);
|
||||
void handle_se21(int i);
|
||||
void handle_se22(int i);
|
||||
void handle_se26(int i);
|
||||
void handle_se27(int i);
|
||||
void handle_se32(int i);
|
||||
void handle_se35(int i, int SMALLSMOKE, int EXPLOSION2);
|
||||
void handle_se128(int i);
|
||||
void handle_se130(int i, int countmax, int EXPLOSION2);
|
||||
|
||||
void respawn_rrra(int i, int j);
|
||||
|
||||
int dodge(spritetype*);
|
||||
void alterang(int a, int g_i, int g_p);
|
||||
void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(int, int), void (*falladjustz)(spritetype*));
|
||||
void checkavailweapon(struct player_struct* p);
|
||||
|
||||
// tile names which are identical for all games.
|
||||
enum
|
||||
{
|
||||
SECTOREFFECTOR = 1,
|
||||
ACTIVATOR = 2,
|
||||
TOUCHPLATE = 3,
|
||||
ACTIVATORLOCKED = 4,
|
||||
MUSICANDSFX = 5,
|
||||
LOCATORS = 6,
|
||||
CYCLER = 7,
|
||||
MASTERSWITCH = 8,
|
||||
RESPAWN = 9,
|
||||
GPSPEED = 10,
|
||||
FOF = 13,
|
||||
};
|
||||
#include "actor.h"
|
||||
|
||||
#endif
|
||||
|
|
@ -33,7 +33,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "../glbackend/glbackend.h"
|
||||
|
||||
|
||||
#include "anim.h"
|
||||
#include "zz_anim.h"
|
||||
|
||||
#ifdef USE_LIBVPX
|
||||
# include "animvpx.h"
|
||||
|
|
|
@ -31,7 +31,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "net.h"
|
||||
#include "menus.h"
|
||||
#include "savegame.h"
|
||||
#include "anim.h"
|
||||
#include "zz_anim.h"
|
||||
#include "demo.h"
|
||||
|
||||
#include "cheats.h"
|
||||
|
|
|
@ -22,7 +22,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "ns.h" // Must come before everything else!
|
||||
|
||||
#include "duke3d.h"
|
||||
#include "anim.h"
|
||||
#include "zz_anim.h"
|
||||
#include "menus.h"
|
||||
#include "demo.h"
|
||||
#include "savegame.h"
|
||||
|
|
|
@ -25,7 +25,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "compat.h"
|
||||
#include "screens.h"
|
||||
|
||||
#include "anim.h"
|
||||
#include "zz_anim.h"
|
||||
#include "sbar.h"
|
||||
#include "menus.h"
|
||||
#include "demo.h"
|
||||
|
|
Loading…
Reference in a new issue