scummvm/base
Yotam Barnoy 81dd62f3cb PLUGINS: don't fully load each plugins at startup for single plugin method
The reason to load each plugin was to figure out if it's a sound or engine plugin. Since all our plugin files are currently engines, there's no reason to load every file. If we get dynamic sound plugins, it'd be a good idea to make a quick and easy way to know which kind of plugin it is (e.g. a prefix or suffix in the filename).

svn-id: r55021
2010-12-23 07:54:54 +00:00
..
commandLine.cpp MAIN: Fix --gfx-mode regression 2010-11-28 17:26:27 +00:00
commandLine.h Implement FR #2988017: exit status with --list-saves always 0 2010-05-21 18:25:01 +00:00
internal_version.h BUILD: Revert r53427. 2010-11-19 16:47:03 +00:00
internal_version.h.in BUILD: Revert r53427. 2010-11-19 16:47:03 +00:00
main.cpp BASE: Only clear debug channels after destructing the engine object in runGame. 2010-12-04 02:50:27 +00:00
main.h
module.mk
plugins.cpp PLUGINS: don't fully load each plugins at startup for single plugin method 2010-12-23 07:54:54 +00:00
plugins.h PLUGINS: improved one-at-a-time plugin code 2010-11-05 13:24:57 +00:00
version.cpp BASE: Added "Theora" to the features string, when enabled. 2010-10-13 19:22:04 +00:00
version.h