raze-gles/source/build/include
Christoph Oelckers 42b87362ee - When keeping around a dummy sprite, make sure that the engine's utilities cannot find it anymore.
This was causing issues with the master switch sprites in Duke that have to be kept for sound purposes.
Unfortunately, both hitscan and neartag are far too dumb to analyze sprites they may hit in any way and needed some help skipping such sprites.
2021-04-17 09:37:38 +02:00
..
build.h - fixed texture precaching. 2021-04-11 09:59:55 +02:00
buildtypes.h - When keeping around a dummy sprite, make sure that the engine's utilities cannot find it anymore. 2021-04-17 09:37:38 +02:00
clip.h - removed clipshape feature as it is a feature of modern EDuke32 maps only. 2020-07-14 15:36:25 +02:00
compat.h - Blood: Savegame fully transitioned to JSON 2020-11-23 09:53:58 +01:00
cstat.h - hooked up the new automap framework. 2020-09-06 12:44:58 +02:00
mdsprite.h - handle voxel rotation in the backend to enable it for all games. 2021-04-04 10:33:29 +02:00
mmulti.h - removed some dead variables. 2020-01-01 13:11:44 +01:00
polymost.h - handle voxel rotation in the backend to enable it for all games. 2021-04-04 10:33:29 +02:00
prlights.h The great repository rearrangement of 2017. 2017-02-01 10:01:11 +00:00
scriptfile.h - fixed some crashes in the .def parser and texture initialization code. 2020-09-25 20:51:02 +02:00