Revision r3476
Factor out player[].* allocation into G_MaybeAllocPlayer(), rename 2 functions.
Browse logs with clarity: filter by type/year, search text, and inspect parsed commit details.
Factor out player[].* allocation into G_MaybeAllocPlayer(), rename 2 functions.
Lunatic: sprite.change{sect,stat}, access to more members, member read test.
engine.c: in changesprite{sect,stat}, swap second and third early-out tests.
That is, first check if the sprite is in the game world and then if it
already has the desired sector or status number. This doesn't change anything
in our codebase, since the return values of these functions are never examined.
Lunatic translator: userdef access.
Engine cleanup continued, no functional changes.
engine/Polymer: factor out setting {cos,sin}*globalang into set_globalang().
engine.c: clean up drawsprite() The usual: declare locals more tightly, const-qualify them where it helps readability, remove dead code...
Lunatic: [gs]et{player,actor}var, access to protected projectile members.
Lunatic: working tsprite methods, static members, struct array timing test. ------------------------------------------------------------------------
------------------------------------------------------------------------
r3477 | helixhorned | 2013-02-10 08:24:44 -0800 (Sun, 10 Feb 2013) | 1 line
Lunatic: input access.
------------------------------------------------------------------------
r3476 | helixhorned | 2013-02-10 08:24:38 -0800 (Sun, 10 Feb 2013) | 1 line
Factor out player[].* allocation into G_MaybeAllocPlayer(), rename 2 functions.
------------------------------------------------------------------------
r3475 | helixhorned | 2013-02-10 08:24:32 -0800 (Sun, 10 Feb 2013) | 1 line
Lunatic: sprite.change{sect,stat}, access to more members, member read test.
------------------------------------------------------------------------
r3474 | helixhorned | 2013-02-10 08:24:27 -0800 (Sun, 10 Feb 2013) | 5 lines
engine.c: in changesprite{sect,stat}, swap second and third early-out tests.
That is, first check if the sprite is in the game world and then if it
already has the desired sector or status number. This doesn't change anything
in our codebase, since the return values of these functions are never examined.
------------------------------------------------------------------------
r3473 | helixhorned | 2013-02-10 08:24:20 -0800 (Sun, 10 Feb 2013) | 1 line
Lunatic translator: userdef access.
------------------------------------------------------------------------
r3472 | helixhorned | 2013-02-10 08:24:15 -0800 (Sun, 10 Feb 2013) | 1 line
Engine cleanup continued, no functional changes.
------------------------------------------------------------------------
r3471 | helixhorned | 2013-02-10 08:24:11 -0800 (Sun, 10 Feb 2013) | 1 line
engine/Polymer: factor out setting {cos,sin}*globalang into set_globalang().
------------------------------------------------------------------------
r3470 | helixhorned | 2013-02-10 08:24:04 -0800 (Sun, 10 Feb 2013) | 4 lines
engine.c: clean up drawsprite()
The usual: declare locals more tightly, const-qualify them where it helps
readability, remove dead code...
------------------------------------------------------------------------
r3469 | helixhorned | 2013-02-10 08:23:59 -0800 (Sun, 10 Feb 2013) | 1 line
Lunatic: [gs]et{player,actor}var, access to protected projectile members.
------------------------------------------------------------------------
r3468 | helixhorned | 2013-02-10 08:23:54 -0800 (Sun, 10 Feb 2013) | 1 line
Lunatic: working tsprite methods, static members, struct array timing test.
------------------------------------------------------------------------