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https://github.com/ZDoom/raze-gles.git
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fcf9beae6a
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit. (Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.) git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
48 lines
1.5 KiB
C
48 lines
1.5 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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*/
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//-------------------------------------------------------------------------
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#ifndef __actors_inline_h__
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#define __actors_inline_h__
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#if KRANDDEBUG
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# define ACTOR_INLINE
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# define ACTOR_INLINE_HEADER extern
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#else
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# define ACTOR_INLINE EXTERN_INLINE
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# define ACTOR_INLINE_HEADER EXTERN_INLINE_HEADER
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#endif
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ACTOR_INLINE_HEADER int32_t A_SetSprite(int32_t i,uint32_t cliptype);
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EXTERN_INLINE_HEADER void G_UpdateInterpolations(void);
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EXTERN_INLINE_HEADER void G_RestoreInterpolations(void);
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EXTERN_INLINE_HEADER int32_t G_CheckForSpaceCeiling(int32_t sectnum);
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EXTERN_INLINE_HEADER int32_t G_CheckForSpaceFloor(int32_t sectnum);
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EXTERN_INLINE_HEADER int32_t A_CheckEnemySprite(const spritetype *s);
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#ifndef DISABLE_INLINING
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#include "actors_inline.c"
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#endif
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#endif
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