dxx-rebirth/main
2010-03-30 03:37:29 +00:00
..
editor Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds 2010-02-02 03:38:29 +00:00
ai.c Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
ai.h Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
ai2.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
aipath.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
aistruct.h Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00
automap.c Make all windows except game and editor use EVENT_KEY_COMMAND, returning 1 if handled; pass NULL instead of userdata for the PCX filename, for newmenu_do1 2010-03-26 14:05:40 +00:00
automap.h For multiplayer, close menus from game_handler by doing frame processing in response to EVENT_WINDOW_DRAW, replacing multi_menu_poll system with single multi_menu_check call 2010-01-29 03:36:44 +00:00
bm.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
bm.h Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup 2008-11-14 16:56:40 +00:00
bmread.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
bmread.h
cntrlcen.c Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
cntrlcen.h Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
collide.c Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense 2010-02-08 13:24:42 +00:00
collide.h
config.c Abstracting networking protocols - Step 4: Implemented new UDP layer with Client/Server communication, Packet Loss Prevention and strict Version checking. Netgames list will follow later. 2009-11-24 09:48:53 +00:00
config.h Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays 2010-02-21 01:25:27 +00:00
console.c Write gamelog.txt buffered so it will not stress the medium it's saved on 2010-02-08 14:28:12 +00:00
controls.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
controls.h
credits.c Fix error introduced with credits, make title screen a window. Only the editor left now... 2010-03-22 04:44:35 +00:00
credits.h
crypt.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
desc_id.h
descent.cfg
desw.h
digi.h Associate the jukebox with Redbook Audio via new 'extmusic' layer - separating from MIDI and making it handle ALL music (not just game music) 2009-03-03 12:55:27 +00:00
digiobj.c Removed timer_get_approx_seconds() and replaced with timer_get_fixed seconds since it was too inaccurate and created significant offset 2009-11-24 22:43:41 +00:00
dumpmine.c Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds 2010-02-02 03:38:29 +00:00
effects.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
effects.h
endlevel.c In Endlevel sequence, re-align big explosion to draw in front of exit model, relative to viewer; Re-organized tex files for Briefings and Endings and created more general code to play them; Re-aligned Dravis' head 2010-03-25 23:37:19 +00:00
endlevel.h Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup 2008-11-14 16:56:40 +00:00
escort.c Make all windows except game and editor use EVENT_KEY_COMMAND, returning 1 if handled; pass NULL instead of userdata for the PCX filename, for newmenu_do1 2010-03-26 14:05:40 +00:00
escort.h
fireball.c Abstracting networking protocols - Step 4: Implemented new UDP layer with Client/Server communication, Packet Loss Prevention and strict Version checking. Netgames list will follow later. 2009-11-24 09:48:53 +00:00
fireball.h Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
fuelcen.c Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
fuelcen.h Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
fvi.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
fvi.h
fvi_a.h
game.c Finally fix bug where if you start a single player game then a multiplayer game, time is stopped. Always start time if it's stopped and the game window is activated 2010-03-27 04:30:59 +00:00
game.h Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00
gamecntl.c Make all windows except game and editor use EVENT_KEY_COMMAND, returning 1 if handled; pass NULL instead of userdata for the PCX filename, for newmenu_do1 2010-03-26 14:05:40 +00:00
gamefont.c Reduced size of vectorial reticle to match the size of the original one; Only scale fonts by float if Texture filtering is on - otherwise scale by int 2009-01-15 23:58:36 +00:00
gamefont.h Reverting integer casts for font spacings - was for testing only - not intended to go into the last revision 2008-11-09 14:46:31 +00:00
gamemine.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
gamemine.h
gamepal.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
gamepal.h
gamerend.c Made PlayerCfg.CockpitMode an array to hold two values: 0 to store the actual cockpit, 1 to also store Letterbox, Rear, etc. Greatly helps to switch and restore views - especially in Demo playback which now properly selects modes 2010-01-28 00:04:29 +00:00
gamesave.c Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds 2010-02-02 03:38:29 +00:00
gamesave.h
gameseg.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
gameseg.h
gameseq.c Hide mission dialog before the level intro screens are shown, make sure it doesn't try to show it again after it was closed - fixing bad memory access 2010-03-27 03:24:14 +00:00
gameseq.h Split select_filename into [existing] RegisterPlayer and select_demo for better clarity 2010-02-07 12:10:52 +00:00
gamestat.h
gauges.c The little light bulb showing homing warning in Cockpit was broken and I replaced it; Rewritten code to show weapon text in Cockpit and Statusbar slightly; Instead of using hardcoded weapon strings, use from descent.txb and fixed too long spreadfire string properly 2010-02-19 00:24:32 +00:00
gauges.h Get Mac command keys working, MACINTOSH code cleanup, update Xcode project 2008-12-07 12:26:43 +00:00
hostage.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
hostage.h
hud.c Made PlayerCfg.CockpitMode an array to hold two values: 0 to store the actual cockpit, 1 to also store Letterbox, Rear, etc. Greatly helps to switch and restore views - especially in Demo playback which now properly selects modes 2010-01-28 00:04:29 +00:00
hudmsg.h
inferno.c Cleaning up Joystick code and on the way supporting more axes and buttons; Also fixed bug with channel_mask byte causing trouble using some axes ingame; Added argument to set environment variable which disables sticky keys (for SDL >= 1.2.14) 2010-02-14 18:48:02 +00:00
inferno.h Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00
inferno.ini
kconfig.c Make all windows except game and editor use EVENT_KEY_COMMAND, returning 1 if handled; pass NULL instead of userdata for the PCX filename, for newmenu_do1 2010-03-26 14:05:40 +00:00
kconfig.h Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays 2010-02-21 01:25:27 +00:00
kmatrix.c Initialise 'playing' to 0 for UDP kmatrix, making sure player progresses to next level; always return 1 when starting to join a UDP game so it doesn't immediately return to the main menu 2010-03-27 02:54:41 +00:00
kmatrix.h Abstracting networking protocols - Step 4: Implemented new UDP layer with Client/Server communication, Packet Loss Prevention and strict Version checking. Netgames list will follow later. 2009-11-24 09:48:53 +00:00
laser.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
laser.h Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00
lighting.c For casting light from Player-object, smooth out thrust to prevent flickering on high FPS 2010-03-28 09:53:12 +00:00
lighting.h
link.bat
menu.c Check menus[0], not menus[i] in hide_menus - fixing possible crash 2010-03-27 08:00:53 +00:00
menu.h Show intro movie properly when idle in main menu, including subtitles if on 2010-03-18 02:49:02 +00:00
mglobal.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
mission.c In Endlevel sequence, re-align big explosion to draw in front of exit model, relative to viewer; Re-organized tex files for Briefings and Endings and created more general code to play them; Re-aligned Dravis' head 2010-03-25 23:37:19 +00:00
mission.h In Endlevel sequence, re-align big explosion to draw in front of exit model, relative to viewer; Re-organized tex files for Briefings and Endings and created more general code to play them; Re-aligned Dravis' head 2010-03-25 23:37:19 +00:00
morph.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
morph.h
movie.c Add EVENT_MOUSE_BUTTON_DOWN and EVENT_MOUSE_BUTTON_UP, use for all windows except game and editor. Fixes crash on iMac G5 when pressing keys to progress through briefing 2010-03-24 07:26:52 +00:00
movie.h
multi.c Fix bug introduced in last commit - when the last level is finished, hide the game window - making sure the cockpit isn't drawn over the kmatrix screen 2010-03-21 02:20:07 +00:00
multi.h Make kmatrixs into windows, rename Fuelcen_seconds_left to Countdown_seconds_left for consistency 2010-03-20 13:21:53 +00:00
multibot.c Removed timer_get_approx_seconds() and replaced with timer_get_fixed seconds since it was too inaccurate and created significant offset 2009-11-24 22:43:41 +00:00
multibot.h
net_ipx.c Make all windows except game and editor use EVENT_KEY_COMMAND, returning 1 if handled; pass NULL instead of userdata for the PCX filename, for newmenu_do1 2010-03-26 14:05:40 +00:00
net_ipx.h Make all listboxes fall back to main event loop for flexibility 2010-03-18 07:02:38 +00:00
net_udp.c Initialise 'playing' to 0 for UDP kmatrix, making sure player progresses to next level; always return 1 when starting to join a UDP game so it doesn't immediately return to the main menu 2010-03-27 02:54:41 +00:00
net_udp.h Make all listboxes fall back to main event loop for flexibility 2010-03-18 07:02:38 +00:00
newdemo.c Don't make another Game_wind when advancing a level, fixing failed asserts / slow turning 2010-02-08 05:34:43 +00:00
newdemo.h Reintroduced Newdemo_game_mode to prevent demo playback from entering code parts it should not and fixing a bug with Multiplayer demos along the way, introduced in rev. 953 2009-11-30 14:59:37 +00:00
newmenu.c Make all windows except game and editor use EVENT_KEY_COMMAND, returning 1 if handled; pass NULL instead of userdata for the PCX filename, for newmenu_do1 2010-03-26 14:05:40 +00:00
newmenu.h Make all listboxes fall back to main event loop for flexibility 2010-03-18 07:02:38 +00:00
object.c Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense 2010-02-08 13:24:42 +00:00
object.h Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense 2010-02-08 13:24:42 +00:00
paging.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
paging.h
physics.c In do_physics_sim() only set velocity from movement for certain objects which actually do collisions like Player or Robots - otherwise we might be able to shoot down projectiles or produce other unfortunate glitches 2010-02-05 18:49:24 +00:00
physics.h
piggy.c Ignore case-sensitivity for cfile_init/close/size and PHYSFSX_openReadBuffered; Give error message if default sound file cannot be opened so user knows what's going on 2010-03-26 21:17:56 +00:00
piggy.h
player.c Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
player.h Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
playsave.c Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays 2010-02-21 01:25:27 +00:00
playsave.h Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays 2010-02-21 01:25:27 +00:00
polyobj.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
polyobj.h Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00
powerup.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
powerup.h
render.c Made PlayerCfg.CockpitMode an array to hold two values: 0 to store the actual cockpit, 1 to also store Letterbox, Rear, etc. Greatly helps to switch and restore views - especially in Demo playback which now properly selects modes 2010-01-28 00:04:29 +00:00
render.h Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup 2008-11-14 16:56:40 +00:00
robot.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
robot.h Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00
scores.c Make all windows except game and editor use EVENT_KEY_COMMAND, returning 1 if handled; pass NULL instead of userdata for the PCX filename, for newmenu_do1 2010-03-26 14:05:40 +00:00
scores.h Move all globals in scores.c into struct members/local variables 2010-02-08 04:10:21 +00:00
screens.h Make game.c more similar between D1X and D2X, making related changes to other files (\!) 2009-07-01 11:35:33 +00:00
segment.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
segment.h
segpoint.h
slew.c Cleaning up Joystick code and on the way supporting more axes and buttons; Also fixed bug with channel_mask byte causing trouble using some axes ingame; Added argument to set environment variable which disables sticky keys (for SDL >= 1.2.14) 2010-02-14 18:48:02 +00:00
slew.h
songs.c Adding a Failsafe to Songs-reading so it will not accidentially read over current Array-boundaries 2010-02-23 16:05:11 +00:00
songs.h Making reading of descent.sng a bit more flexible; Not dynamically allocated, yet, since missions are not as well 2010-02-19 15:30:57 +00:00
sounds.h
state.c Put fast save back, using Alt-F1 instead of F6 2010-02-25 03:08:10 +00:00
state.h Put fast save back, using Alt-F1 instead of F6 2010-02-25 03:08:10 +00:00
switch.c Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
switch.h Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
terrain.c Making files in 2d directory more similar and removed unused and broken code; Fixing a bunch of memory errors; Removed stack protecting flag for gcc in debug mode 2009-11-30 22:42:55 +00:00
terrain.h Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup 2008-11-14 16:56:40 +00:00
texmerge.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
texmerge.h
text.c Add endian converter for demos, read shareware demos, various bugfixes to demo system 2009-11-15 08:22:08 +00:00
text.h Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays 2010-02-21 01:25:27 +00:00
textures.h
titles.c D1X: Fix black and white swapping when viewing robots in briefings using Mac data; D2X: For Descent 1 briefings, only change the palette to groupa.256 for brief03.pcx - the robot screen. Improves palette use for sdl build 2010-03-30 03:37:29 +00:00
titles.h In Endlevel sequence, re-align big explosion to draw in front of exit model, relative to viewer; Re-organized tex files for Briefings and Endings and created more general code to play them; Re-aligned Dravis' head 2010-03-25 23:37:19 +00:00
vclip.c Remove redundant conf.h directives 2009-04-30 13:01:31 +00:00
vclip.h
vers_id.h Make Version-check for UDP also cover Micro-versions; Making sure versioning will act same way as conf.h for MacOS 2010-02-23 15:05:50 +00:00
wall.c Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
wall.h Read big endian savegames on little endian computers and vice versa 2009-10-05 02:51:37 +00:00
weapon.c Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility 2010-01-07 14:49:07 +00:00
weapon.h Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build 2010-02-07 07:28:49 +00:00