Mitchell Richters
f806cdcec6
- Blood/Duke/RR/SW: Unify the player's angle/horizon helper functions.
2020-09-21 17:12:51 +10:00
Mitchell Richters
7bf1cacc7f
- Blood/Duke/RR/SW: Unify the player's angle function.
...
* For Blood/SW, exposes `SB_LOOK_LEFT`/`SB_LOOK_RIGHT` to games, hooking up `q16look_ang` and `q16rotscrnang` within.
* For SW, use Duke & Blood's return to center function and remove `PF_TURN_180` bit.
* For RR, replace a few misused bits with some bools inside of `player_struct`.
* Since bulk of functionality is sourced from Duke (30Hz), apply proper scaling so SW speed matches (40Hz).
2020-09-21 17:12:26 +10:00
Mitchell Richters
0ab3b33a6c
- Blood/Duke/RR/SW: Unify the player's horizon function.
...
* For Duke/SW, we continually apply `SB_CENTERVIEW` only if it was previously a toggled action, similar to Blood.
* For SW, we remove two SW-specific bits (`PF_LOCK_HORIZ` and `PF_LOOKING`) that are no longer needed.
* For Duke, we remove `return_to_center` and just use the `SB_CENTERVIEW` action bit as required.
* For `sethorizon()`, feature set and adjustment speeds are an averaged out accumulation across Duke/SW:
** GameTicRate is factored in for adjustment decisions to provide consistency for SW being the faster game.
** Adjustment amounts are half way between Duke/SW.
2020-09-20 20:01:36 +10:00
Mitchell Richters
1900cf1fcc
- Move Duke's getincangle()
function to the backend, create Q16.16 variant (getincangleq16()
) and replace Shadow Warrior's discrete implementations shared versions.
...
* Need SW's input helpers available for Blood but therefore also need an angle delta function that does not seem to exist in Blood.
* Realise that gamecontrol.h/cpp might not be the most appropriate place, but it's a shared location and these will go into binaryangle.h when its utilisation can be more realised.
* Because SW's logic was reversed, in that param #1 was the new angle and param #2 was the current, all calls have been reversed.
* By happenstance, also fixes an issue with multiple 180° turns in quick succession.
2020-09-20 16:21:13 +10:00
Christoph Oelckers
6776508239
- widescreen asset setup and consolidation of .def file loading.
2020-09-16 19:13:06 +02:00
Christoph Oelckers
0e58203d92
- fixed rintersect and removed some unused bits from engine.cpp.
2020-09-13 20:15:46 +02:00
Christoph Oelckers
9e81fa89a8
- fixed some of the issues with palette emulation
...
* the palette shader was not bound.
* the palette textures were not bound.
* palette mode still used regular lighting on top of the palette emulation
This works a lot better than before but is still not complete.
2020-09-12 21:23:14 +02:00
Christoph Oelckers
d011a16c5b
- added a menu option for WT's music switch.
...
Fixes #370
2020-09-08 22:37:21 +02:00
Christoph Oelckers
18b39fd952
- first stage of generic automap code.
...
Lines and textures get rendered, not all colors are correct - sprites yet to do...
2020-09-06 20:49:43 +02:00
Christoph Oelckers
36b9ac54b7
- added a parser for World Tour's language files.
2020-09-05 21:33:04 +02:00
Christoph Oelckers
c1786001b2
- route all game state changes through game actions.
...
This is to avoid problems with the main loop not calling Ticker and Render in sync.
2020-09-05 15:43:34 +02:00
Christoph Oelckers
32ec9ff369
- consolidated crosshair drawing and added ZDoom's crosshair code.
...
For Exhumed this is the default, for the other games it is an option.
Fixes #269 .
2020-09-05 13:57:26 +02:00
Christoph Oelckers
80cea90854
- implemented zoom by mouse wheel for the automap.
...
Fixes #121
2020-09-05 09:10:24 +02:00
Christoph Oelckers
adbedd30c4
- consolidated the 4 functions for handling the automap zoom.
2020-09-05 00:58:25 +02:00
Christoph Oelckers
e5e8c02f1d
- WIP level transition refactored to a game independent event system.
2020-09-04 19:43:35 +02:00
Christoph Oelckers
66bf8113b8
- implemented the 'god' cheat as a network command.
...
This was mainly chosen as something simple to get the basics set up.
2020-09-03 00:29:17 +02:00
Christoph Oelckers
b3d89a6a0b
- removed the old main loop.
2020-09-02 23:03:48 +02:00
Christoph Oelckers
b49e050baf
- transitioned Exhumed to the new main loop.
...
Fixed #301
2020-09-02 22:55:57 +02:00
Christoph Oelckers
b1a3080671
- migrated Exhumed to a local ticker as well.
...
gameclock is history - all games now run on a timer that increments once per tick under their own control and not independently of the ticker routine.
2020-09-02 21:42:12 +02:00
Christoph Oelckers
a222a7d7c9
- transitioned Shadow Warrior to new main loop.
...
Problem: Does not work yet with cl_syncinput = 0. Something about those angle and horizon settings is not right yet.
2020-09-02 20:58:37 +02:00
Christoph Oelckers
8d63e735d0
- transitioned Blood to the new main loop.
...
Mostly working but interpolation is not correct yet and for some strange reason the numbers on the HUD are gone.
2020-09-01 23:34:04 +02:00
Christoph Oelckers
007c6e122d
- gameclock abstraction
...
This may need more work to have a reliable timer
2020-08-31 00:16:43 +02:00
Christoph Oelckers
2f05a93547
Merge branch 'Packet' into back_to_basics2
...
# Conflicts:
# source/core/gamestruct.h
# source/games/duke/src/gameloop.cpp
# source/games/duke/src/player_d.cpp
2020-08-31 00:09:56 +02:00
Mitchell Richters
e32cd81cc7
- Unify stat fps
for all games.
2020-08-30 20:24:36 +02:00
Christoph Oelckers
3a7b23f655
remove unused stuff
2020-08-30 20:23:48 +02:00
Christoph Oelckers
765f211e05
- things are mostly working again.
...
Rendering produces an image again, input gets properly processed, but unsynchronised mouse input isn't properly applied yet.
2020-08-30 19:59:46 +02:00
Christoph Oelckers
ffe5b114f3
- the engine starts on the new main loop and is capable of running the intros and the menu, but not the game yet.
2020-08-30 12:49:21 +02:00
Christoph Oelckers
d59284c96b
- transitioned Duke to the new main loop.
...
Everything compiles, but hasn't been tested. Doing a safety commit first.
2020-08-30 12:02:32 +02:00
Christoph Oelckers
0c455acaa2
- more work to switch over to the new loop.
...
Mainly separation of ticker and render calls
2020-08-30 10:42:44 +02:00
Christoph Oelckers
367b4ce051
- this should be all we need from GZDoom to hook up the main loop.
2020-08-30 09:32:34 +02:00
Christoph Oelckers
49106c5b5e
- Duke: Do not reset the global ticker.
...
The new main loop code cannot handle that. Instead set a start value for gameclock so that gameclock can be based on an arbitrary time value instead of directly representing global time.
2020-08-30 08:04:33 +02:00
Christoph Oelckers
d49aedacea
- continued work on main loop - added a few new entry points to the game interface.
2020-08-30 00:55:49 +02:00
Christoph Oelckers
fab561d757
- cleaned up Duke's main GameTicker function.
...
* moved the part that alters the input before queuing it to GetInput
* moved moveloop into the main function
* reshuffled a few things for better grouping by task.
2020-08-29 21:20:10 +02:00
Christoph Oelckers
dc1f56e8f9
Merge remote-tracking branch 'remotes/Github_private/back_to_basics2' into Packet
...
# Conflicts:
# source/core/inputstate.cpp
# source/exhumed/src/exhumed.h
2020-08-29 01:19:48 +02:00
Christoph Oelckers
536e7455f2
- moved I_StartFrame to the top of the loop and cleaned up baselayer.hj
2020-08-28 08:44:44 +02:00
Christoph Oelckers
d73bf62465
Revert "- Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible."
...
This reverts commit 97feb483ab
.
2020-08-28 08:25:51 +02:00
Mitchell Richters
97feb483ab
- Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible.
...
* Micro-optimisation, but was getting a very occasional jitter in Duke 3D that seems to have gone with this.
2020-08-28 15:27:16 +10:00
Christoph Oelckers
ee7d558282
- removed the remains of sending pause with the input packets.
...
None of this was really working anymore, but will have to be rethought once a network stream exists again.
But even then, this is better sent as a separate command, and in MP only.
2020-08-27 22:38:52 +02:00
Christoph Oelckers
f597f7c265
- made the GameFunc constants global again.
...
With most of the more specific features being migrated to CCMDs the list is relatively clean now, with merely 2 buttons that are game specific.
2020-08-27 00:25:59 +02:00
Christoph Oelckers
b76168f673
- moved the main event processing functions into the global main loop.
...
Now, with all the Build timer stuff removed these calls were all identical between games.
2020-08-26 16:59:41 +02:00
Christoph Oelckers
cc5e6d19c3
- fixed sound updating by moving the engine's UpdateSound call into the main loop.
...
This needs to be called unconditionally for every frame being rendered, not all of the game modules did that.
Placing this call here ensures that it is independent of anything the games do.
2020-08-26 04:10:16 +02:00
Mitchell Richters
ef728429e0
- Core: Remove legacy smoothratio calculator CalcSmoothRatio()
.
2020-08-26 09:49:47 +10:00
Mitchell Richters
e0aaaf1f60
- All Games: Move gameclock
and lastTic
to gamecontrol.
2020-08-26 09:49:44 +10:00
Mitchell Richters
76776d24d7
- All Games: Remove use of ClockTicks
and replace with int
.
2020-08-26 09:49:42 +10:00
Mitchell Richters
b883204f6a
- All Games: Remove remaining use of totalclock
and associated timing code.
2020-08-26 09:49:34 +10:00
Christoph Oelckers
6b0e1baf02
- added a timerUpdateClock call to the main loop so that Blood and Exhumed work again.
...
This may only be removed when nothing uses totalclock anymore. We're not there yet.
2020-08-25 21:24:45 +02:00
Christoph Oelckers
a323591d5a
- call C_RunDelayedCommands() from a centralized place.
2020-08-25 21:16:37 +02:00
Christoph Oelckers
435e13dfa4
cleanup of the timer interface.
...
* rewrote all uses of timerSetCallback. Most were unnecessary or long obsolete, the sound updates need to run per frame, not per tic and the UI tickers need to be handled in the main loop anyway.
* Use a more precise timer to animate the menu transition.
* uncouple other menu animations from the game timer.
2020-08-25 19:42:11 +02:00
Christoph Oelckers
a55da24277
- hooked up the chat display.
...
Currently not really useful, aside from being usable to enter cheats. For this the cheat must be prefixed with a '#' to be recognized.
2020-08-25 18:51:56 +02:00
Christoph Oelckers
faf23d8ff0
- proper defaults for Blood.
2020-08-25 00:01:33 +02:00
Christoph Oelckers
76811a1881
- InputState cleanup
...
This removes most of the InputState class because it is no longer used.
The only remaining places still checking scan codes are the modifiers for sizeup and sizedown.
All the rest was remapped to safer methods. The multiplayer taunts are currently inoperable, they will need support of shift-bindings to get proper support.
2020-08-24 20:34:18 +02:00
Christoph Oelckers
f1a988b221
- make use of map bindings
...
All automap controls have been moved there, and sizeup/sizedown have been made CCMDs, taking screen size management entirely out of the game modules
2020-08-24 20:20:15 +02:00
Christoph Oelckers
7859a29e95
- use global variables to track automap state
...
So far implemented in Duke/RR.
2020-08-24 19:31:43 +02:00
Christoph Oelckers
e25d1c4cda
- improvements for automap labels.
...
* use a CVAR to decide whether to show them at the top or bottom
* draw them on top of the screen border so that they don't get overdrawn on smaller windows.
2020-08-24 00:25:42 +02:00
Christoph Oelckers
8b8f048393
- moved parts of videoNextPage to app_loop.
2020-08-23 18:08:08 +02:00
Christoph Oelckers
adb98a47ba
- restructured the main loop code so that the actual loop is in the common code.
2020-08-23 17:47:05 +02:00
Christoph Oelckers
6b1d6a44d7
- exported the item pickup messages to the string table and use the global 'nomonsters' flag.
2020-08-22 20:14:00 +02:00
Christoph Oelckers
ef78e8602a
- major cleanup and consolidation of the screen/hud resizing code.
...
This is now being handled by the backend, except for the processing of the key bindings which cannot be done yet.
2020-08-16 02:55:50 +02:00
Christoph Oelckers
6a10a7f266
- changed the rules for dimming the menu to be more clear
...
It will no longer depend on the game state when the menu was opened but the current game state - only on the dedicated menu screen there's no dimming - everywhere else a dim gets applied.
Also renamed GS_DEMOSCREEN to GS_MENUSCREEN for clarity
2020-08-11 00:46:27 +02:00
Christoph Oelckers
0036402be8
- removed most of the network code in Blood.
...
Mainly to expose the parts that still get used in single player because there's some problems here that need addressing.
ENet is also gone now.
2020-08-03 20:06:27 +02:00
Mitchell Richters
348acf95e0
- change division of delta between currentTime and lastTime from 8 to 72 to ensure smoothratio doesn't clip at 65536.
...
* Divisor of delta is there so smoothratio always starts off with some kind of value. After 10 minutes at 1100 fps, closest final result to 65536 was:
ototalclk: 4573
totalclk: 4576
gametics: 33.333 ms
elapsedTime: 33.331 ms
ratio: 0.999938
result: 65531.941356
2020-08-03 10:00:06 +10:00
Christoph Oelckers
6a305748ff
- removed some C cruft from compat.h.
2020-08-02 21:25:03 +02:00
Mitchell Richters
0c12436092
- change returned value for CalcSmoothRatio()
from int to double and pass through to displayrest()
for future use with displayweapon()
.
...
* `displayrooms()` ultimately should be adjusted as well. For now, just relying on integer truncation as this is just a proof of concept.
# Conflicts:
# source/core/gamecontrol.cpp
# source/core/gamecontrol.h
2020-08-02 21:20:52 +02:00
Christoph Oelckers
18c3d9b240
- get the frame time right at the start of the frame, not when performing interpolations.
...
This is to factor think time out of the time span between frames and to avoid changes if the smoothratio gets calculated multiple times.
2020-08-02 21:16:01 +02:00
Mitchell Richters
3861064f62
- use 1/8 of delta time as initial elapsed time when calculating smoothratio on a new ototalclk.
...
* Pushes final result closer to 65536 and always ensures smoothratio never starts at 0.
2020-08-02 20:57:09 +02:00
Mitchell Richters
5000fde281
- restore legacy interpolation path behind CVAR cl_legacyintrpl
.
...
* Hoping the old path being available will allow the new code to be merged.
* Applied offset to sum of `(totalclk - ototalclk)` of 0.5 to ensure calculated smoothratio under legacy path always returns a value.
* For the above, consider Duke 3D with 4 game tics per ticrate, the returned values would be:
0
16384
32768
49152
* With offset of 0.5, the following values are returned depending on how far advanced `totalclk` is from `ototalclk`:
8192
24576
40960
57344
2020-08-02 20:57:08 +02:00
Mitchell Richters
52d9fd4cda
- add cl_debugintrpl
CVAR to print interpolation information to the console.
...
* Also revert back to use of `xs_CRoundToInt()` that was accidentally removed previously.
2020-08-02 20:57:08 +02:00
Mitchell Richters
1cf857e788
- create an enum for MaxSmoothRatio and replace multiple hard-coded uses of '65536' constant.
2020-08-02 20:57:08 +02:00
Mitchell Richters
733f3aa490
- increase granularity of CalcSmoothRatio()
.
2020-08-02 20:57:07 +02:00
Christoph Oelckers
371a808d9e
- set MP taunt texts as CVAR defaults to ensure they won't get deleted by user actions.
2020-07-27 18:12:24 +02:00
Mitchell Richters
f67a53a7c0
- fix sound and music pausing with tweaks to updatePauseStatus()
. Also removed unneeded game-side function. Fixes #11 .
2020-07-26 17:20:53 +10:00
Christoph Oelckers
61f5247b71
-let's hope this will solve the pausing problem for good.
...
The checks for game pause were totally inconsistent, so now there is a utility function that tells whether the game is supposed to run or not.
pause can also take 3 values now - 0 for no pause, 1 for pause from opening the menu or console or 2 for hitting the pause button.
2020-07-21 22:46:26 +02:00
Christoph Oelckers
f9842fc4a8
- implemented running screen jobs from the main loop.
...
The entire game now has only one single place where videoNextPage gets called.
2020-07-20 18:43:48 +02:00
Christoph Oelckers
ea6c74d0e6
- transitioned the local input handler.
...
There wasn't anything EDuke32-specific in there - nearly everything mapped perfectly to JFDuke.
2020-07-15 19:48:04 +02:00
Christoph Oelckers
a9f152c1fe
- added JFDuke's label type checker and did some cleanup on the CON init code.
...
Most importantly: Use dynamic buffers for managing the labels instead of hijacking some other storage space.
2020-07-15 12:34:42 +02:00
Christoph Oelckers
fedeec73c7
- cleaned out some unused parts of engine.cpp
2020-07-14 17:35:19 +02:00
Christoph Oelckers
117e78cb3b
- removed clipshape feature as it is a feature of modern EDuke32 maps only.
2020-07-14 15:36:25 +02:00
Christoph Oelckers
f307b2a954
- removed the old Duke and RR subprojects.
...
These seriously stand in the way of backend cleanup that is needed to do a release based on the new code.
2020-07-14 13:09:34 +02:00
Christoph Oelckers
a93ed1e502
Merge branch 'master' into back_to_basics2
...
# Conflicts:
# source/blood/src/view.cpp
# source/core/gamecontrol.cpp
2020-07-14 12:57:38 +02:00
Christoph Oelckers
893686709b
- removed the redundant rfreq factor from CalcSmoothRatio.
...
I never realized it was redundant when consolidating the interpolation math into one function - originally this was done in a way that it wasn't obvious.
This also eliminates the dependency on refreshFreq which never actually made any sense.
2020-07-14 12:32:59 +02:00
Christoph Oelckers
481ac965cf
- reverted ClockTicks to an integer so that interpolation can be reimplemented without it affecting the global game timer.
...
The entire method at use here is essentially not correct. Interpolation should be handled independently of the game timer directly based on the underlying clock, like in ZDoom.
There's interpolation bugs in the Build games that cannot be fixed if totalclock is used for it, but if we use something else we do not need a fractional totalclock.
2020-07-14 11:52:38 +02:00
Christoph Oelckers
6b86d7606f
- safety commit - does not compile!
2020-07-07 13:19:09 +02:00
Christoph Oelckers
39185300e7
- reimplemented cheats based on ZDoom's cheat parser.
2020-07-04 15:51:02 +02:00
Christoph Oelckers
d6e021a63d
- statistics output
2020-07-03 21:44:57 +02:00
Christoph Oelckers
2e98b2f8da
- quote cleanup.
2020-06-30 22:53:15 +02:00
Christoph Oelckers
99067f3bd6
- a small bit more is gone.
2020-06-23 21:12:15 +02:00
Christoph Oelckers
985fa2a159
- cheat and chat code from ZDoom.
...
Not active yet because it does not integrate with the current input code, but at least it's there now.
# Conflicts:
# source/build/include/baselayer.h
2020-06-21 23:28:45 +02:00
Christoph Oelckers
99958342a9
- prepare the branch for adding new commits
...
# Conflicts:
# source/core/gamecontrol.cpp
2020-06-21 20:59:16 +02:00
Christoph Oelckers
e9925eee0f
- preparation work.
...
# Conflicts:
# source/core/gamecontrol.cpp
2020-06-21 20:59:07 +02:00
Christoph Oelckers
76311cfcc9
- set proper minimal FPS rate for all games.
2020-06-20 10:46:51 +02:00
Christoph Oelckers
edd9f1773b
- added the entry point for the ZScript compiler.
2020-06-14 19:20:04 +02:00
Christoph Oelckers
d4cdb31464
- backend update to make the ZScript compiler work.
2020-06-14 18:58:30 +02:00
Christoph Oelckers
ee98db589f
- fixed the Exhumed startup to do proper fading of the publisher logos, which PCExhumed only implemented for the software renderer.
...
Made it faster than PCExhumed, though
2020-06-12 23:06:11 +02:00
Christoph Oelckers
68c97e3c25
Merge branch 'master' of https://github.com/coelckers/Raze
...
# Conflicts:
# source/core/gamecontrol.h
# source/duke3d/src/game.cpp
# source/exhumed/src/exhumed.cpp
# source/rr/src/game.cpp
2020-05-31 23:30:10 +02:00
Mitchell Richters
7ed9f4fa8c
Prepare back-end for updated in-game pausing.
2020-05-31 23:19:54 +02:00
Christoph Oelckers
611dad7f69
- added the softpoly and Vulkan backend code fron GZDoom.
...
Not hooked up yet.
2020-05-31 10:53:11 +02:00
Christoph Oelckers
1e2a3da5fd
- video base code unified.
...
# Conflicts:
# source/core/rendering/v_video.cpp
2020-05-31 09:18:43 +02:00
Christoph Oelckers
edb2cb31ee
- backend update with GZDoom model code.
2020-05-31 08:55:00 +02:00
Christoph Oelckers
ea08fa0a4e
- updated common code.
...
Most of what got added is still unused.
# Conflicts:
# source/build/src/palette.cpp
# Conflicts:
# source/build/src/palette.cpp
# Conflicts:
# source/common/engine/i_interface.h
2020-05-30 22:28:24 +02:00
Christoph Oelckers
29db3febb8
- updated the platform code to be mostly identical with GZDoom
2020-05-26 00:08:26 +02:00
Christoph Oelckers
531c68edfe
- use GZDoom's font code to fix the crash issues and moved around some files in the PK3.
...
This pulls in a lot of Doom specific font setup, this can be sorted out later as it won't get into the way.
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/glbackend/hw_draw2d.cpp
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/glbackend/gl_texture.cpp
# Conflicts:
# source/CMakeLists.txt
# Conflicts:
# source/build/src/palette.cpp
# source/core/gamecontrol.cpp
2020-05-24 23:28:44 +02:00
Christoph Oelckers
a70b7fa698
- use the texture manager to handle texture data.
2020-05-24 23:26:47 +02:00
Christoph Oelckers
7b50e2bd8a
- initialize the texture manager.
2020-05-24 23:13:08 +02:00
Christoph Oelckers
8bd5f12b42
- matching sound backend code with GZDoom.
...
# Conflicts:
# source/core/sound/s_soundinternal.h
2020-05-23 12:59:11 +02:00
Christoph Oelckers
6a8efb7520
- update of music code, in particular separating the engine-specific lookup from the backend.
...
# Conflicts:
# source/core/music/music.cpp
# Conflicts:
# source/build/src/palette.cpp
2020-05-23 12:37:47 +02:00
Christoph Oelckers
6f9ee4b60f
- store palettes in the palette container.
2020-05-23 12:31:05 +02:00
Mitchell Richters
22a940c922
- don't make assumptions about refreshfreq when calculating smoothratio.
2020-04-16 00:01:51 +02:00
Christoph Oelckers
f74ba52990
- compile fixes.
2020-04-12 05:40:16 +02:00
Christoph Oelckers
f1040fa699
- match with GZDoom's console code, move to 'common'.
2020-04-12 08:30:42 +02:00
Christoph Oelckers
57cb22f135
- console code matching with GZDoom
...
Refactored the buttons to be definable locally per game for easier handling of differing input.
2020-04-12 08:30:41 +02:00
Christoph Oelckers
14cdfa3f3c
- more file matching.
...
- moved c_con to Duke subproject because it's the only one using this stuff.
2020-04-12 08:30:41 +02:00
Christoph Oelckers
8e87674d4c
- backend code matching with GZDoom
2020-04-12 08:30:40 +02:00
Christoph Oelckers
5584c726ba
- file system update and adjustment.
2020-04-12 08:30:40 +02:00
Christoph Oelckers
f671eb622f
- migrated to GZDoom's utility code.
2020-04-12 08:30:39 +02:00
Christoph Oelckers
797640c494
- use ZDoom's memory allocation wrapper instead of EDuke's.
...
This simply plays nicer with the compiler's diagnostics.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
66ecb05eb8
- use Printf as the only command to print to the console.
...
All uses of OSD_Printf, initprintf etc. have been renamed.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
6ef93ba514
- match cmdlib.cpp/.h with GZDoom.
2020-04-12 08:30:36 +02:00
Christoph Oelckers
e2f5e8fe34
- renamed 'common' to 'core'.
...
We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00