raze-gles/polymer/eduke32/build/include
helixhorned 5d79003e60 Take a stab at hidden model switch handling. There are at least two ways by
which switches have been hidden in the original and user maps. One is to make
it face a wall, and another is to 'embed' it in e.g. the floor, like the
monitor with the burning fuse in E4L1. Both kinds show up when the switches
are rendered as models, revealing the secrets that the mapper sought to hide.
My proposal, implemented in this commit, is to apply a heuristic for such
switches at premap and make them invisible (set cstat bit 32768). The
conditions are re-checked during the game in case there is a switch coming
out of the floor, for example. A new spriteext bit is used for this feature.

git-svn-id: https://svn.eduke32.com/eduke32@1968 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-17 18:52:16 +00:00
..
msvc win32 stuck input fix among other minor changes 2010-05-16 22:53:08 +00:00
a.h Remove dead copy protection and watcom support code, fix structure alignment and packing issues preventing Polymer from working with MSVC, enable link time code generation (whole program optimization) for MSVC builds, fix most warnings showing up in MSVC with /w2, add pulsating dynamic lights when holding the shrinker or expander 2009-07-09 02:29:48 +00:00
baselayer.h Cleaning out my tree... mostly internal changes. Adds workaround to disable texture compression with the crappy fglrx driver on Linux, fixes FIRE sprites so that they don't render at their sector's floorz all the time, changes CON compiler around a bit to use a loop instead of calling C_ParseCommand() 10 million times. 2011-04-07 01:16:29 +00:00
build.h Take a stab at hidden model switch handling. There are at least two ways by 2011-08-17 18:52:16 +00:00
cache1d.h New aspect determination code for classic/Polymost, controlled with r_usenewaspect and r_screenaspect cvars; print stack traces with SDL/GCC; change signature of app_main in game.c to match declarations found in other places and return different positive values on init error. 2010-10-17 14:49:39 +00:00
compat.h * Clean up after myself. It seems that Polymost isn't very clean with handling texture IDs sometimes, so switching between the two GL renderers could mess them up with the last revision. This is fixed now by always uninitializing Polymer when changing from it to another renderer. 2011-07-24 15:15:57 +00:00
crc32.h A bunch of multiplayer improvements 2009-12-14 05:23:29 +00:00
dxdidf.h Source code "cleanup," herein referred to as "rape" 2010-05-02 23:27:30 +00:00
dynamicgtk.h Make the "Start" button of the GTK start-up window the default button of the window, which means pressing Enter now works at you'd expect. 2010-07-02 01:26:56 +00:00
editor.h * new editor cfg options: corruptcheck_noalreadyrefd (silinces 'already referenced warning'), r_usenewaspect, r_screenxy 2011-07-10 15:39:21 +00:00
glbuild.h * Clean up after myself. It seems that Polymost isn't very clean with handling texture IDs sometimes, so switching between the two GL renderers could mess them up with the last revision. This is fixed now by always uninitializing Polymer when changing from it to another renderer. 2011-07-24 15:15:57 +00:00
glext.h Moved build to a subdir underneath the eduke32 dir to avoid people trying to compile from the build src dir by mistake 2008-10-20 03:09:19 +00:00
gtkbits.h ass rape 2009-01-09 09:29:17 +00:00
hightile.h Adds specpower and specfactor definition tokens for textures. 2009-03-28 12:14:37 +00:00
kplib.h ass rape 2009-01-09 09:29:17 +00:00
lzwnew.h ass rape 2009-01-09 09:29:17 +00:00
m32script.h * Include file cleanup by dragging most declarations into editor.h 2011-05-15 22:37:24 +00:00
malloc.c.h Source code "cleanup," herein referred to as "rape" 2010-05-02 23:27:30 +00:00
md4.h Moved build to a subdir underneath the eduke32 dir to avoid people trying to compile from the build src dir by mistake 2008-10-20 03:09:19 +00:00
mdsprite.h * Thin out models in memory by removing unused frames. This saves 200MB with DNE on Polymer. 2011-06-19 18:30:32 +00:00
mutex.h Fixes compilation for now. Now if my executable would start... 2010-08-12 13:38:37 +00:00
nedmalloc.h Make nedmalloc a compile time option and add support for loading an external nedmalloc.dll at run time if it isn't compiled in 2010-05-18 00:30:30 +00:00
osd.h A couple of tweaks for easier work with TROR: 2011-06-04 00:06:08 +00:00
osxbits.h Very few actual changes... mostly formatting fixes from astyle 2010-01-23 22:12:02 +00:00
osxmain.h Moved build to a subdir underneath the eduke32 dir to avoid people trying to compile from the build src dir by mistake 2008-10-20 03:09:19 +00:00
polymer.h Adds r_pr_overridemodelscale to help with getting models in-game, also works with HUD models. 2011-03-04 05:33:35 +00:00
polymost.h More fog/visibility tweaking. This makes Polymost's not depend on the screen width. 2011-07-24 18:40:10 +00:00
pragmas.h %esi gets modified by swapchar2 but isn't listed as an output operand for the GCC extended assembly version. This causes the compiler to fail to restore it after swapchar2 executes, causing crashes if used in a loop. This change fixes the security camera crash when using GCC 4.4.x or 4.5.0. 2010-04-26 04:55:42 +00:00
prlights.h Fixes compilation for now. Now if my executable would start... 2010-08-12 13:38:37 +00:00
quicklz.h more semi-tested multiplayer changes and sound callback fix 2010-01-05 21:53:14 +00:00
rawinput.h win32 stuck input fix among other minor changes 2010-05-16 22:53:08 +00:00
scancodes.h Source code "cleanup," herein referred to as "rape" 2010-05-02 23:27:30 +00:00
scriptfile.h bugfixes; mark tiles in tile selector for later grouping (press SPACE on a tile); a.m32: convert to CRLF and add [xyz]vel query in 3d mode (Alt-KP1), also different keys for Polymer override var tweaking; some CRLF->LF in LF-only files. 2010-08-14 21:32:28 +00:00
sdl_inc.h Moved build to a subdir underneath the eduke32 dir to avoid people trying to compile from the build src dir by mistake 2008-10-20 03:09:19 +00:00
sdlayer.h MSVC fixes + clean out tree 2009-06-05 20:09:13 +00:00
startwin.editor.h Moved build to a subdir underneath the eduke32 dir to avoid people trying to compile from the build src dir by mistake 2008-10-20 03:09:19 +00:00
winlayer.h remove obsolete CON compile warnings about affecting multiplayer sync, add -nodinput compatibility parameter to work around DirectInput crash issues on certain systems, fix http://forums.duke4.net/index.php?s=&showtopic=2961&view=findpost&p=60752 2010-11-23 22:30:27 +00:00