dxx-rebirth/common/main
Kp 33aa8937d9 Merge branch d1x-rebirth/master into unification/master
Conflicts:
	SConstruct
	common/main/multi.h
	similar/main/gamerend.c
2013-08-09 22:49:04 +00:00
..
ai.h Use SConscript configure support to probe for format(printf) attribute 2013-07-27 22:17:13 +00:00
aistruct.h
automap.h
bm.h
cntrlcen.h Merge branch d1x-rebirth/master into unification/master 2013-08-09 22:49:04 +00:00
collide.h
config.h
controls.h
credits.h
digi.h
effects.h
endlevel.h
fireball.h
fuelcen.h
fvi.h Mark more math as const correct 2013-08-09 03:04:18 +00:00
game.h Added definition of DESIGNATED_GAME_FPS as 30 and DESIGNATED_GAME_FRAMETIME based on the former. We use those for d_tick_count intervals and to scale other parts that have never been properly aligned to FrameTime before. In that regard, Release builds will take DESIGNATED_GAME_FPS as MINIMUM_FPS for -maxfps argument 2013-08-08 22:07:29 +02:00
gamefont.h
gamemine.h
gamepal.h
gamesave.h
gameseg.h Remove fix.h 2013-08-08 03:01:48 +00:00
gameseq.h
gauges.h Remove fix.h 2013-08-08 03:01:48 +00:00
hostage.h
hudmsg.h Use SConscript configure support to probe for format(printf) attribute 2013-07-27 22:17:13 +00:00
inferno.h
kconfig.h
kmatrix.h
laser.h To compensate the change between D2's to D1's tracking code base, increased HOMING_MAX_TRACKABLE_DOT, making homing projectiles track a bit more agressivly than D1 to pose more of a challenge while not making them useless when having Afterburner 2013-08-09 17:50:11 +02:00
lighting.h
menu.h
mission.h
morph.h
multi.h To compensate the change between D2's to D1's tracking code base, increased HOMING_MAX_TRACKABLE_DOT, making homing projectiles track a bit more agressivly than D1 to pose more of a challenge while not making them useless when having Afterburner 2013-08-09 17:50:11 +02:00
multibot.h
net_udp.h
newdemo.h
newmenu.h
object.h HAMERS! Wait 33ms between each turn of a homing missile projectile, only scale turns if FPS are below 30 2013-08-08 00:29:56 +02:00
paging.h
physics.h
piggy.h
player.h Remove fix.h 2013-08-08 03:01:48 +00:00
playsave.h
polyobj.h
powerup.h Use SConscript configure support to probe for format(printf) attribute 2013-07-27 22:17:13 +00:00
render.h
robot.h
scores.h
screens.h
segment.h Remove fix.h 2013-08-08 03:01:48 +00:00
segpoint.h
slew.h
songs.h
sounds.h
state.h
switch.h Move */main/switch.h -> common/main/switch.h 2013-07-24 01:43:02 +00:00
terrain.h
texmerge.h
text.h Use SConscript configure support to probe for format_arg attribute 2013-07-26 02:54:33 +00:00
textures.h
titles.h
vclip.h
vers_id.h
wall.h
weapon.h Added MULTI_FIRE_BOMB as alteration of MULTI_FIRE to keep bombs mapped in a Multiplayer match for later Host authority and to make their chaff ability work correctly. Additionally added MULTI_FIRE_TRACK to only send Network_laser_track if > -1. On the way I made laser.c a bit more similar between D1X and D2X 2013-08-09 17:21:03 +02:00