mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 21:31:03 +00:00
78afb67c7f
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. |
||
---|---|---|
.. | ||
clip.cpp | ||
defs.cpp | ||
engine.cpp | ||
engine_priv.h | ||
mdsprite.cpp | ||
polymost.cpp | ||
voxmodel.cpp |