raze-gles/source/build/src
Christoph Oelckers 78afb67c7f - setup for Duke actor data transition to something more scripting friendly.
The main problem here is that there's two data arrays representing an actor - sprite and hittype and the engine only uses indices for reference.
By setting up hittype to contain a sprite reference, the function and iterator interface can be rewritten to use a single pointer instead to represent an actor.
The main objective is to reduce the number of accesses to the global arrays which constitute the biggest refactoring blocker.
2020-10-21 16:31:17 +02:00
..
clip.cpp - and finally the iterators in the backend. 2020-10-15 20:22:40 +02:00
defs.cpp - reinstated setuptile. 2020-09-23 18:18:22 +02:00
engine.cpp - setup for Duke actor data transition to something more scripting friendly. 2020-10-21 16:31:17 +02:00
engine_priv.h - Re-standardise horizon around 0 and not 100. 2020-10-07 13:28:45 +11:00
mdsprite.cpp - always use the containing sector's fog when rendering sprites. 2020-09-20 20:39:11 +02:00
polymost.cpp - and finally the iterators in the backend. 2020-10-15 20:22:40 +02:00
voxmodel.cpp - always use the containing sector's fog when rendering sprites. 2020-09-20 20:39:11 +02:00