raze-gles/source/blood/src
2019-11-04 01:18:38 +01:00
..
actor.cpp Refactor: xsector, xwall and xsprite structs 2019-10-26 10:35:13 +02:00
actor.h - game starts again. 2019-10-26 13:16:32 +02:00
ai.cpp Refactor: 2019-10-22 17:49:59 +02:00
ai.h
aibat.cpp Refactor: 2019-10-22 17:49:59 +02:00
aibat.h
aibeast.cpp Refactor: 2019-10-22 17:49:59 +02:00
aibeast.h
aiboneel.cpp Refactor: 2019-10-22 17:49:59 +02:00
aiboneel.h
aiburn.cpp
aiburn.h
aicaleb.cpp - Refactor: added names for powerups and updated some old. 2019-10-20 12:30:16 +02:00
aicaleb.h
aicerber.cpp Refactor: 2019-10-22 17:49:59 +02:00
aicerber.h
aicult.cpp Refactor: 2019-10-22 17:49:59 +02:00
aicult.h
aigarg.cpp Refactor: 2019-10-22 17:49:59 +02:00
aigarg.h
aighost.cpp Refactor: 2019-10-22 17:49:59 +02:00
aighost.h
aigilbst.cpp - Refactor: added names for powerups and updated some old. 2019-10-20 12:30:16 +02:00
aigilbst.h
aihand.cpp Refactor: 2019-10-22 17:49:59 +02:00
aihand.h
aihound.cpp - Refactor: added names for powerups and updated some old. 2019-10-20 12:30:16 +02:00
aihound.h
aiinnoc.cpp
aiinnoc.h
aipod.cpp - Refactor: added names for powerups and updated some old. 2019-10-20 12:30:16 +02:00
aipod.h
airat.cpp - Refactor: added names for powerups and updated some old. 2019-10-20 12:30:16 +02:00
airat.h
aispid.cpp Refactor: 2019-10-22 17:49:59 +02:00
aispid.h
aitchern.cpp Refactor: 2019-10-22 17:49:59 +02:00
aitchern.h
aiunicult.cpp Refactor: 2019-10-22 17:49:59 +02:00
aiunicult.h
aizomba.cpp Refactor: 2019-10-22 17:49:59 +02:00
aizomba.h
aizombf.cpp - Refactor: added names for powerups and updated some old. 2019-10-20 12:30:16 +02:00
aizombf.h
asound.cpp - added access wrappers to the two fields of DICTNODE that are accessed from the outside. 2019-10-31 00:50:45 +01:00
asound.h
barf.cpp - rewrote the screenshot code to use m_png as its backend. 2019-11-02 12:59:59 +01:00
barf.h
blood.cpp - moved all keyboard related code into the InputState class, so that looking for this stuff is easier. 2019-11-04 00:53:55 +01:00
blood.h - made the game interfaces classes instead of function pointer lists because that is far better at error catching. 2019-11-03 12:32:58 +01:00
callback.cpp Refactor: xsector, xwall and xsprite structs 2019-10-26 10:35:13 +02:00
callback.h Refactor: xsector, xwall and xsprite structs 2019-10-26 10:35:13 +02:00
choke.cpp Refactor: 2019-10-22 17:49:59 +02:00
choke.h
common.cpp - gutted cache1d. The old file system is gone, excepr for klistpath, which still gets used in a few places. 2019-11-01 22:17:15 +01:00
common_game.h - various fixes and improvements related to file location management: 2019-11-02 00:38:30 +01:00
config.cpp - various initialization related changes 2019-11-01 09:30:28 +01:00
config.h - various initialization related changes 2019-11-01 09:30:28 +01:00
controls.cpp - moved all mouse button handling to the input state 2019-11-04 01:01:54 +01:00
controls.h - a few more CVARs 2019-10-23 01:30:43 +02:00
credits.cpp - moved all keyboard related code into the InputState class, so that looking for this stuff is easier. 2019-11-04 00:53:55 +01:00
credits.h - fixed compilation. 2019-10-21 19:36:54 +02:00
db.cpp - no need to have 2 CRC32 implementations. 2019-11-02 22:10:53 +01:00
db.h Refactor: xsector, xwall and xsprite structs 2019-10-26 10:35:13 +02:00
demo.cpp - moved all keyboard related code into the InputState class, so that looking for this stuff is easier. 2019-11-04 00:53:55 +01:00
demo.h - refactored most of the remaining calls to kopen4load 2019-10-21 17:16:08 +02:00
dude.cpp
dude.h
endgame.cpp - moved all keyboard related code into the InputState class, so that looking for this stuff is easier. 2019-11-04 00:53:55 +01:00
endgame.h
eventq.cpp Refactor: xsector, xwall and xsprite structs 2019-10-26 10:35:13 +02:00
eventq.h Refactor: xsector, xwall and xsprite structs 2019-10-26 10:35:13 +02:00
fire.cpp
fire.h
fx.cpp randomize ejecting brass and shell angle on the ground (#230) 2019-10-26 10:35:15 +02:00
fx.h randomize ejecting brass and shell angle on the ground (#230) 2019-10-26 10:35:15 +02:00
gamemenu.cpp - moved all mouse button handling to the input state 2019-11-04 01:01:54 +01:00
gamemenu.h
gameutil.cpp feature: show player names (#234) 2019-10-27 22:24:30 +01:00
gameutil.h
getopt.cpp
getopt.h
gib.cpp
gib.h
globals.cpp - rewrote the screenshot code to use m_png as its backend. 2019-11-02 12:59:59 +01:00
globals.h - rewrote the screenshot code to use m_png as its backend. 2019-11-02 12:59:59 +01:00
inifile.cpp - refactored most of the remaining calls to kopen4load 2019-10-21 17:16:08 +02:00
inifile.h
iob.cpp
iob.h
levels.cpp - gutted cache1d. The old file system is gone, excepr for klistpath, which still gets used in a few places. 2019-11-01 22:17:15 +01:00
levels.h
loadsave.cpp - various fixes and improvements related to file location management: 2019-11-02 00:38:30 +01:00
loadsave.h - refactored most of the remaining calls to kopen4load 2019-10-21 17:16:08 +02:00
macros.h - moved all keyboard related code into the InputState class, so that looking for this stuff is easier. 2019-11-04 00:53:55 +01:00
map2d.cpp Refactor: 2019-10-22 17:49:59 +02:00
map2d.h
menu.cpp - it compiles again (safety commit) 2019-11-03 20:24:50 +01:00
menu.h
menus.h - removed the remaining parts of cache1d. The only thing left is the dummy cacheAllocateBlock function that needs to stick around until a working cache is present. 2019-11-02 01:30:21 +01:00
messages.cpp - moved all keyboard related code into the InputState class, so that looking for this stuff is easier. 2019-11-04 00:53:55 +01:00
messages.h
mirrors.cpp
mirrors.h
misc.cpp
misc.h
network.cpp - moved all keyboard related code into the InputState class, so that looking for this stuff is easier. 2019-11-04 00:53:55 +01:00
network.h
osdcmd.cpp - cleanup of baselayer.cpp 2019-11-04 01:18:38 +01:00
osdcmds.h - some reshuffling on OSD code. 2019-11-02 14:25:35 +01:00
player.cpp Refactor: xsector, xwall and xsprite structs 2019-10-26 10:35:13 +02:00
player.h Refactor: xsector, xwall and xsprite structs 2019-10-26 10:35:13 +02:00
pqueue.h
qav.cpp
qav.h
qheap.cpp
qheap.h
replace.cpp - no need to have 2 CRC32 implementations. 2019-11-02 22:10:53 +01:00
replace.h
resource.cpp - no need to have 2 CRC32 implementations. 2019-11-02 22:10:53 +01:00
resource.h - hooked up the file system with Blood's resource access. 2019-10-31 20:17:49 +01:00
screen.cpp - added access wrappers to the two fields of DICTNODE that are accessed from the outside. 2019-10-31 00:50:45 +01:00
screen.h - Config work almost done. 2019-10-27 13:40:24 +01:00
screentext.cpp - ported most of the remaining HUD CVars 2019-10-24 01:30:33 +02:00
screentext.h
sectorfx.cpp Refactor: xsector, xwall and xsprite structs 2019-10-26 10:35:13 +02:00
sectorfx.h
seq.cpp
seq.h
sfx.cpp - added access wrappers to the two fields of DICTNODE that are accessed from the outside. 2019-10-31 00:50:45 +01:00
sfx.h
sound.cpp - gutted cache1d. The old file system is gone, excepr for klistpath, which still gets used in a few places. 2019-11-01 22:17:15 +01:00
sound.h - hooked up the file system with Blood's resource access. 2019-10-31 20:17:49 +01:00
startwin.game.cpp - Config work almost done. 2019-10-27 13:40:24 +01:00
tile.cpp - merged most of Blood's resource manager into the file system 2019-10-31 17:13:48 +01:00
tile.h
trig.cpp - added access wrappers to the two fields of DICTNODE that are accessed from the outside. 2019-10-31 00:50:45 +01:00
trig.h
triggers.cpp Commented system message in OperateSprite() 2019-10-26 10:35:14 +02:00
triggers.h Refactor: xsector, xwall and xsprite structs 2019-10-26 10:35:13 +02:00
view.cpp - hooked up the file system with Blood's resource access. 2019-10-31 20:17:49 +01:00
view.h - refactored r_fpslimit 2019-10-23 17:07:29 +02:00
warp.cpp - Refactor: added names for powerups and updated some old. 2019-10-20 12:30:16 +02:00
warp.h
weapon.cpp Add gModernMap guard 2019-10-27 16:54:24 +01:00
weapon.h Refactor: xsector, xwall and xsprite structs 2019-10-26 10:35:13 +02:00