------------------------------------------------------------------------ r2330 | helixhorned | 2012-02-09 14:45:38 -0800 (Thu, 09 Feb 2012) | 1 line Remove a couple of redundant declarations. ------------------------------------------------------------------------ r2329 | helixhorned | 2012-02-09 14:45:18 -0800 (Thu, 09 Feb 2012) | 1 line Lunatic: interface to events. ------------------------------------------------------------------------ r2328 | helixhorned | 2012-02-09 14:44:45 -0800 (Thu, 09 Feb 2012) | 1 line Add some #includes to gameexec.h and sector.h so that they can be included directly ------------------------------------------------------------------------ r2327 | helixhorned | 2012-02-09 14:44:26 -0800 (Thu, 09 Feb 2012) | 1 line Use a tokenlist for the event names and add tokenlist typedef to gamedef.h. ------------------------------------------------------------------------ r2326 | helixhorned | 2012-02-09 14:44:09 -0800 (Thu, 09 Feb 2012) | 1 line Make r_maxfps functional in demo playback. ------------------------------------------------------------------------ r2325 | helixhorned | 2012-02-09 14:43:55 -0800 (Thu, 09 Feb 2012) | 1 line Coalescle codes for dnkroz and dncgs cheats. ------------------------------------------------------------------------ r2324 | helixhorned | 2012-02-09 14:43:40 -0800 (Thu, 09 Feb 2012) | 1 line Factor out identical (except for params) pieces of code of G_CheatGetInv(). ------------------------------------------------------------------------ r2323 | helixhorned | 2012-02-09 14:43:21 -0800 (Thu, 09 Feb 2012) | 1 line Fix zero-size calloc when enumerating a joystick with no hats in Windows. ------------------------------------------------------------------------ r2322 | helixhorned | 2012-02-09 14:43:06 -0800 (Thu, 09 Feb 2012) | 6 lines Revert r2303 functionality ("Don't wait for pain tinting to subside...") It was causing update issues when many tints were applied simultaneously, like being shot and spit at by enforcers while being on rails barefeet. Also, the GL modes were calling gltexinvalidate8() when picking up goodies or being hurt with that change, so it needs much more thought. ------------------------------------------------------------------------ r2321 | helixhorned | 2012-02-09 14:42:51 -0800 (Thu, 09 Feb 2012) | 6 lines Factor out two pieces of identical code in actors.c into A_HandleBeingSpitOn(). This fixes a bug in passing: 'int32_t j' was assigned to as a temporary inside one instance of the code, but used as if it were the previous sprite index further on. Would only happen with projectiles that "work like" both SPIT and RPG_IMPACT. ------------------------------------------------------------------------ r2320 | helixhorned | 2012-02-08 03:01:03 -0800 (Wed, 08 Feb 2012) | 1 line Probably fix crash when reaching light count limit in G_MoveEffectors SE50 code. ------------------------------------------------------------------------