mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
504 lines
17 KiB
C
504 lines
17 KiB
C
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 BFG Edition GPL Source Code
|
||
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||
|
|
||
|
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
|
||
|
it under the terms of the GNU General Public License as published by
|
||
|
the Free Software Foundation, either version 3 of the License, or
|
||
|
(at your option) any later version.
|
||
|
|
||
|
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
|
||
|
|
||
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
static const int MAX_USERCMD_BACKUP = 256;
|
||
|
static const int NUM_USERCMD_RELAY = 10;
|
||
|
static const int NUM_USERCMD_SEND = 8;
|
||
|
|
||
|
static const int initialHz = 60;
|
||
|
static const int initialBaseTicks = 1000 / initialHz;
|
||
|
static const int initialBaseTicksPerSec = initialHz * initialBaseTicks;
|
||
|
|
||
|
static const int LOAD_TIP_CHANGE_INTERVAL = 12000;
|
||
|
static const int LOAD_TIP_COUNT = 26;
|
||
|
|
||
|
class idGameThread : public idSysThread {
|
||
|
public:
|
||
|
idGameThread() :
|
||
|
gameTime(),
|
||
|
drawTime(),
|
||
|
threadTime(),
|
||
|
threadGameTime(),
|
||
|
threadRenderTime(),
|
||
|
userCmdMgr( NULL ),
|
||
|
ret(),
|
||
|
numGameFrames(),
|
||
|
isClient()
|
||
|
{}
|
||
|
|
||
|
// the gameReturn_t is from the previous frame, the
|
||
|
// new frame will be running in parallel on exit
|
||
|
gameReturn_t RunGameAndDraw( int numGameFrames, idUserCmdMgr & userCmdMgr_, bool isClient_, int startGameFrame );
|
||
|
|
||
|
// Accessors to the stored frame/thread time information
|
||
|
void SetThreadTotalTime( const int inTime ) { threadTime = inTime; }
|
||
|
int GetThreadTotalTime() const { return threadTime; }
|
||
|
|
||
|
void SetThreadGameTime( const int time ) { threadGameTime = time; }
|
||
|
int GetThreadGameTime() const { return threadGameTime; }
|
||
|
|
||
|
void SetThreadRenderTime( const int time ) { threadRenderTime = time; }
|
||
|
int GetThreadRenderTime() const { return threadRenderTime; }
|
||
|
|
||
|
private:
|
||
|
virtual int Run();
|
||
|
|
||
|
int gameTime;
|
||
|
int drawTime;
|
||
|
int threadTime; // total time : game time + foreground render time
|
||
|
int threadGameTime; // game time only
|
||
|
int threadRenderTime; // render fg time only
|
||
|
idUserCmdMgr * userCmdMgr;
|
||
|
gameReturn_t ret;
|
||
|
int numGameFrames;
|
||
|
bool isClient;
|
||
|
};
|
||
|
|
||
|
enum errorParm_t {
|
||
|
ERP_NONE,
|
||
|
ERP_FATAL, // exit the entire game with a popup window
|
||
|
ERP_DROP, // print to console and disconnect from game
|
||
|
ERP_DISCONNECT // don't kill server
|
||
|
};
|
||
|
|
||
|
enum gameLaunch_t {
|
||
|
LAUNCH_TITLE_DOOM = 0,
|
||
|
LAUNCH_TITLE_DOOM2,
|
||
|
};
|
||
|
|
||
|
struct netTimes_t {
|
||
|
int localTime;
|
||
|
int serverTime;
|
||
|
};
|
||
|
|
||
|
struct frameTiming_t {
|
||
|
uint64 startSyncTime;
|
||
|
uint64 finishSyncTime;
|
||
|
uint64 startGameTime;
|
||
|
uint64 finishGameTime;
|
||
|
uint64 finishDrawTime;
|
||
|
uint64 startRenderTime;
|
||
|
uint64 finishRenderTime;
|
||
|
};
|
||
|
|
||
|
#define MAX_PRINT_MSG_SIZE 4096
|
||
|
#define MAX_WARNING_LIST 256
|
||
|
|
||
|
#define SAVEGAME_CHECKPOINT_FILENAME "gamedata.save"
|
||
|
#define SAVEGAME_DESCRIPTION_FILENAME "gamedata.txt"
|
||
|
#define SAVEGAME_STRINGS_FILENAME "gamedata.strings"
|
||
|
|
||
|
class idCommonLocal : public idCommon {
|
||
|
public:
|
||
|
idCommonLocal();
|
||
|
|
||
|
virtual void Init( int argc, const char * const * argv, const char *cmdline );
|
||
|
virtual void Shutdown();
|
||
|
virtual void CreateMainMenu();
|
||
|
virtual void Quit();
|
||
|
virtual bool IsInitialized() const;
|
||
|
virtual void Frame();
|
||
|
virtual void UpdateScreen( bool captureToImage );
|
||
|
virtual void UpdateLevelLoadPacifier();
|
||
|
virtual void StartupVariable( const char * match );
|
||
|
virtual void WriteConfigToFile( const char *filename );
|
||
|
virtual void BeginRedirect( char *buffer, int buffersize, void (*flush)( const char * ) );
|
||
|
virtual void EndRedirect();
|
||
|
virtual void SetRefreshOnPrint( bool set );
|
||
|
virtual void Printf( VERIFY_FORMAT_STRING const char *fmt, ... );
|
||
|
virtual void VPrintf( const char *fmt, va_list arg );
|
||
|
virtual void DPrintf( VERIFY_FORMAT_STRING const char *fmt, ... );
|
||
|
virtual void Warning( VERIFY_FORMAT_STRING const char *fmt, ... );
|
||
|
virtual void DWarning( VERIFY_FORMAT_STRING const char *fmt, ...);
|
||
|
virtual void PrintWarnings();
|
||
|
virtual void ClearWarnings( const char *reason );
|
||
|
virtual void Error( VERIFY_FORMAT_STRING const char *fmt, ... );
|
||
|
virtual void FatalError( VERIFY_FORMAT_STRING const char *fmt, ... );
|
||
|
virtual bool IsShuttingDown() const { return com_shuttingDown; }
|
||
|
|
||
|
virtual const char * KeysFromBinding( const char *bind );
|
||
|
virtual const char * BindingFromKey( const char *key );
|
||
|
|
||
|
virtual bool IsMultiplayer();
|
||
|
virtual bool IsServer();
|
||
|
virtual bool IsClient();
|
||
|
|
||
|
virtual bool GetConsoleUsed() { return consoleUsed; }
|
||
|
|
||
|
virtual int GetSnapRate();
|
||
|
|
||
|
virtual void NetReceiveReliable( int peer, int type, idBitMsg & msg );
|
||
|
virtual void NetReceiveSnapshot( class idSnapShot & ss );
|
||
|
virtual void NetReceiveUsercmds( int peer, idBitMsg & msg );
|
||
|
void NetReadUsercmds( int clientNum, idBitMsg & msg );
|
||
|
|
||
|
virtual bool ProcessEvent( const sysEvent_t *event );
|
||
|
|
||
|
virtual bool LoadGame( const char * saveName );
|
||
|
virtual bool SaveGame( const char * saveName );
|
||
|
|
||
|
virtual int ButtonState( int key );
|
||
|
virtual int KeyState( int key );
|
||
|
|
||
|
virtual idDemoFile * ReadDemo() { return readDemo; }
|
||
|
virtual idDemoFile * WriteDemo() { return writeDemo; }
|
||
|
|
||
|
virtual idGame * Game() { return game; }
|
||
|
virtual idRenderWorld * RW() { return renderWorld; }
|
||
|
virtual idSoundWorld * SW() { return soundWorld; }
|
||
|
virtual idSoundWorld * MenuSW() { return menuSoundWorld; }
|
||
|
virtual idSession * Session() { return session; }
|
||
|
virtual idCommonDialog & Dialog() { return commonDialog; }
|
||
|
|
||
|
virtual void OnSaveCompleted( idSaveLoadParms & parms );
|
||
|
virtual void OnLoadCompleted( idSaveLoadParms & parms );
|
||
|
virtual void OnLoadFilesCompleted( idSaveLoadParms & parms );
|
||
|
virtual void OnEnumerationCompleted( idSaveLoadParms & parms );
|
||
|
virtual void OnDeleteCompleted( idSaveLoadParms & parms );
|
||
|
virtual void TriggerScreenWipe( const char * _wipeMaterial, bool hold );
|
||
|
|
||
|
virtual void OnStartHosting( idMatchParameters & parms );
|
||
|
|
||
|
virtual int GetGameFrame() { return gameFrame; }
|
||
|
|
||
|
virtual void LaunchExternalTitle( int titleIndex,
|
||
|
int device,
|
||
|
const lobbyConnectInfo_t * const connectInfo ); // For handling invitations. NULL if no invitation used.
|
||
|
|
||
|
virtual void InitializeMPMapsModes();
|
||
|
virtual const idStrList & GetModeList() const { return mpGameModes; }
|
||
|
virtual const idStrList & GetModeDisplayList() const { return mpDisplayGameModes; }
|
||
|
virtual const idList<mpMap_t> & GetMapList() const { return mpGameMaps; }
|
||
|
|
||
|
virtual void ResetPlayerInput( int playerIndex );
|
||
|
|
||
|
virtual bool JapaneseCensorship() const;
|
||
|
|
||
|
virtual void QueueShowShell() { showShellRequested = true; }
|
||
|
|
||
|
virtual currentGame_t GetCurrentGame() const { return currentGame; }
|
||
|
virtual void SwitchToGame( currentGame_t newGame );
|
||
|
|
||
|
public:
|
||
|
void Draw(); // called by gameThread
|
||
|
|
||
|
int GetGameThreadTotalTime() const { return gameThread.GetThreadTotalTime(); }
|
||
|
int GetGameThreadGameTime() const { return gameThread.GetThreadGameTime(); }
|
||
|
int GetGameThreadRenderTime() const { return gameThread.GetThreadRenderTime(); }
|
||
|
int GetRendererBackEndMicroseconds() const { return time_backend; }
|
||
|
int GetRendererShadowsMicroseconds() const { return time_shadows; }
|
||
|
int GetRendererIdleMicroseconds() const { return mainFrameTiming.startRenderTime - mainFrameTiming.finishSyncTime; }
|
||
|
int GetRendererGPUMicroseconds() const { return time_gpu; }
|
||
|
|
||
|
frameTiming_t frameTiming;
|
||
|
frameTiming_t mainFrameTiming;
|
||
|
|
||
|
public: // These are public because they are called directly by static functions in this file
|
||
|
|
||
|
const char * GetCurrentMapName() { return currentMapName.c_str(); }
|
||
|
|
||
|
// loads a map and starts a new game on it
|
||
|
void StartNewGame( const char * mapName, bool devmap, int gameMode );
|
||
|
void LeaveGame();
|
||
|
|
||
|
void DemoShot( const char *name );
|
||
|
void StartRecordingRenderDemo( const char *name );
|
||
|
void StopRecordingRenderDemo();
|
||
|
void StartPlayingRenderDemo( idStr name );
|
||
|
void StopPlayingRenderDemo();
|
||
|
void CompressDemoFile( const char *scheme, const char *name );
|
||
|
void TimeRenderDemo( const char *name, bool twice = false, bool quit = false );
|
||
|
void AVIRenderDemo( const char *name );
|
||
|
void AVIGame( const char *name );
|
||
|
|
||
|
// localization
|
||
|
void InitLanguageDict();
|
||
|
void LocalizeGui( const char *fileName, idLangDict &langDict );
|
||
|
void LocalizeMapData( const char *fileName, idLangDict &langDict );
|
||
|
void LocalizeSpecificMapData( const char *fileName, idLangDict &langDict, const idLangDict &replaceArgs );
|
||
|
|
||
|
idUserCmdMgr & GetUCmdMgr() { return userCmdMgr; }
|
||
|
|
||
|
private:
|
||
|
bool com_fullyInitialized;
|
||
|
bool com_refreshOnPrint; // update the screen every print for dmap
|
||
|
errorParm_t com_errorEntered;
|
||
|
bool com_shuttingDown;
|
||
|
bool com_isJapaneseSKU;
|
||
|
|
||
|
idFile * logFile;
|
||
|
|
||
|
char errorMessage[MAX_PRINT_MSG_SIZE];
|
||
|
|
||
|
char * rd_buffer;
|
||
|
int rd_buffersize;
|
||
|
void (*rd_flush)( const char *buffer );
|
||
|
|
||
|
idStr warningCaption;
|
||
|
idStrList warningList;
|
||
|
idStrList errorList;
|
||
|
|
||
|
int gameDLL;
|
||
|
|
||
|
idCommonDialog commonDialog;
|
||
|
|
||
|
idFile_SaveGame saveFile;
|
||
|
idFile_SaveGame stringsFile;
|
||
|
idFile_SaveGamePipelined *pipelineFile;
|
||
|
|
||
|
// The main render world and sound world
|
||
|
idRenderWorld * renderWorld;
|
||
|
idSoundWorld * soundWorld;
|
||
|
|
||
|
// The renderer and sound system will write changes to writeDemo.
|
||
|
// Demos can be recorded and played at the same time when splicing.
|
||
|
idDemoFile * readDemo;
|
||
|
idDemoFile * writeDemo;
|
||
|
|
||
|
bool menuActive;
|
||
|
idSoundWorld * menuSoundWorld; // so the game soundWorld can be muted
|
||
|
|
||
|
bool insideExecuteMapChange; // Enable Pacifier Updates
|
||
|
|
||
|
// This is set if the player enables the console, which disables achievements
|
||
|
bool consoleUsed;
|
||
|
|
||
|
// This additional information is required for ExecuteMapChange for SP games ONLY
|
||
|
// This data is cleared after ExecuteMapChange
|
||
|
struct mapSpawnData_t {
|
||
|
idFile_SaveGame * savegameFile; // Used for loading a save game
|
||
|
idFile_SaveGame * stringTableFile; // String table read from save game loaded
|
||
|
idFile_SaveGamePipelined *pipelineFile;
|
||
|
int savegameVersion; // Version of the save game we're loading
|
||
|
idDict persistentPlayerInfo; // Used for transitioning from map to map
|
||
|
};
|
||
|
mapSpawnData_t mapSpawnData;
|
||
|
idStr currentMapName; // for checking reload on same level
|
||
|
bool mapSpawned; // cleared on Stop()
|
||
|
|
||
|
bool insideUpdateScreen; // true while inside ::UpdateScreen()
|
||
|
|
||
|
idUserCmdMgr userCmdMgr;
|
||
|
|
||
|
int nextUsercmdSendTime; // Next time to send usercmds
|
||
|
int nextSnapshotSendTime; // Next time to send a snapshot
|
||
|
|
||
|
idSnapShot lastSnapShot; // last snapshot we received from the server
|
||
|
struct reliableMsg_t {
|
||
|
int client;
|
||
|
int type;
|
||
|
int dataSize;
|
||
|
byte * data;
|
||
|
};
|
||
|
idList<reliableMsg_t> reliableQueue;
|
||
|
|
||
|
|
||
|
// Snapshot interpolation
|
||
|
idSnapShot oldss; // last local snapshot
|
||
|
// (ie on server this is the last "master" snapshot we created)
|
||
|
// (on clients this is the last received snapshot)
|
||
|
// used for comparisons with the new snapshot for com_drawSnapshot
|
||
|
|
||
|
// This is ultimately controlled by net_maxBufferedSnapshots by running double speed, but this is the hard max before seeing visual popping
|
||
|
static const int RECEIVE_SNAPSHOT_BUFFER_SIZE = 16;
|
||
|
|
||
|
int readSnapshotIndex;
|
||
|
int writeSnapshotIndex;
|
||
|
idArray<idSnapShot,RECEIVE_SNAPSHOT_BUFFER_SIZE> receivedSnaps;
|
||
|
|
||
|
float optimalPCTBuffer;
|
||
|
float optimalTimeBuffered;
|
||
|
float optimalTimeBufferedWindow;
|
||
|
|
||
|
uint64 snapRate;
|
||
|
uint64 actualRate;
|
||
|
|
||
|
uint64 snapTime; // time we got the most recent snapshot
|
||
|
uint64 snapTimeDelta; // time interval that current ss was sent in
|
||
|
|
||
|
uint64 snapTimeWrite;
|
||
|
uint64 snapCurrentTime; // realtime playback time
|
||
|
netTimes_t snapCurrent; // current snapshot
|
||
|
netTimes_t snapPrevious; // previous snapshot
|
||
|
float snapCurrentResidual;
|
||
|
|
||
|
float snapTimeBuffered;
|
||
|
float effectiveSnapRate;
|
||
|
int totalBufferedTime;
|
||
|
int totalRecvTime;
|
||
|
|
||
|
|
||
|
|
||
|
int clientPrediction;
|
||
|
|
||
|
int gameFrame; // Frame number of the local game
|
||
|
double gameTimeResidual; // left over msec from the last game frame
|
||
|
bool syncNextGameFrame;
|
||
|
|
||
|
bool aviCaptureMode; // if true, screenshots will be taken and sound captured
|
||
|
idStr aviDemoShortName; //
|
||
|
int aviDemoFrameCount;
|
||
|
|
||
|
enum timeDemo_t {
|
||
|
TD_NO,
|
||
|
TD_YES,
|
||
|
TD_YES_THEN_QUIT
|
||
|
};
|
||
|
timeDemo_t timeDemo;
|
||
|
int timeDemoStartTime;
|
||
|
int numDemoFrames; // for timeDemo and demoShot
|
||
|
int demoTimeOffset;
|
||
|
renderView_t currentDemoRenderView;
|
||
|
|
||
|
idStrList mpGameModes;
|
||
|
idStrList mpDisplayGameModes;
|
||
|
idList<mpMap_t> mpGameMaps;
|
||
|
|
||
|
idSWF * loadGUI;
|
||
|
int nextLoadTip;
|
||
|
bool isHellMap;
|
||
|
bool defaultLoadscreen;
|
||
|
idStaticList<int, LOAD_TIP_COUNT> loadTipList;
|
||
|
|
||
|
const idMaterial * splashScreen;
|
||
|
|
||
|
const idMaterial * whiteMaterial;
|
||
|
|
||
|
const idMaterial * wipeMaterial;
|
||
|
int wipeStartTime;
|
||
|
int wipeStopTime;
|
||
|
bool wipeHold;
|
||
|
bool wipeForced; // used for the PS3 to start an early wipe while we are accessing saved game data
|
||
|
|
||
|
idGameThread gameThread; // the game and draw code can be run in parallel
|
||
|
|
||
|
// com_speeds times
|
||
|
int count_numGameFrames; // total number of game frames that were run
|
||
|
int time_gameFrame; // game logic time
|
||
|
int time_maxGameFrame; // maximum single frame game logic time
|
||
|
int time_gameDraw; // game present time
|
||
|
uint64 time_frontend; // renderer frontend time
|
||
|
uint64 time_backend; // renderer backend time
|
||
|
uint64 time_shadows; // renderer backend waiting for shadow volumes to be created
|
||
|
uint64 time_gpu; // total gpu time, at least for PC
|
||
|
|
||
|
// Used during loading screens
|
||
|
int lastPacifierSessionTime;
|
||
|
int lastPacifierGuiTime;
|
||
|
bool lastPacifierDialogState;
|
||
|
|
||
|
bool showShellRequested;
|
||
|
|
||
|
currentGame_t currentGame;
|
||
|
currentGame_t idealCurrentGame; // Defer game switching so that bad things don't happen in the middle of the frame.
|
||
|
const idMaterial * doomClassicMaterial;
|
||
|
|
||
|
static const int DOOMCLASSIC_RENDERWIDTH = 320 * 3;
|
||
|
static const int DOOMCLASSIC_RENDERHEIGHT = 200 * 3;
|
||
|
static const int DOOMCLASSIC_BYTES_PER_PIXEL = 4;
|
||
|
static const int DOOMCLASSIC_IMAGE_SIZE_IN_BYTES = DOOMCLASSIC_RENDERWIDTH * DOOMCLASSIC_RENDERHEIGHT * DOOMCLASSIC_BYTES_PER_PIXEL;
|
||
|
|
||
|
idArray< byte, DOOMCLASSIC_IMAGE_SIZE_IN_BYTES > doomClassicImageData;
|
||
|
|
||
|
private:
|
||
|
void InitCommands();
|
||
|
void InitSIMD();
|
||
|
void AddStartupCommands();
|
||
|
void ParseCommandLine( int argc, const char * const * argv );
|
||
|
bool SafeMode();
|
||
|
void CloseLogFile();
|
||
|
void WriteConfiguration();
|
||
|
void DumpWarnings();
|
||
|
void LoadGameDLL();
|
||
|
void UnloadGameDLL();
|
||
|
void CleanupShell();
|
||
|
void RenderBink( const char * path );
|
||
|
void RenderSplash();
|
||
|
void FilterLangList( idStrList* list, idStr lang );
|
||
|
void CheckStartupStorageRequirements();
|
||
|
|
||
|
void ExitMenu();
|
||
|
bool MenuEvent( const sysEvent_t * event );
|
||
|
|
||
|
void StartMenu( bool playIntro = false );
|
||
|
void GuiFrameEvents();
|
||
|
|
||
|
void BeginAVICapture( const char *name );
|
||
|
void EndAVICapture();
|
||
|
|
||
|
void AdvanceRenderDemo( bool singleFrameOnly );
|
||
|
|
||
|
void ProcessGameReturn( const gameReturn_t & ret );
|
||
|
|
||
|
void RunNetworkSnapshotFrame();
|
||
|
void ExecuteReliableMessages();
|
||
|
|
||
|
|
||
|
// Snapshot interpolation
|
||
|
void ProcessSnapshot( idSnapShot & ss );
|
||
|
int CalcSnapTimeBuffered( int & totalBufferedTime, int & totalRecvTime );
|
||
|
void ProcessNextSnapshot();
|
||
|
void InterpolateSnapshot( netTimes_t & prev, netTimes_t & next, float fraction, bool predict );
|
||
|
void ResetNetworkingState();
|
||
|
|
||
|
int NetworkFrame();
|
||
|
void SendSnapshots();
|
||
|
void SendUsercmds( int localClientNum );
|
||
|
|
||
|
void LoadLoadingGui(const char *mapName, bool & hellMap );
|
||
|
|
||
|
// Meant to be used like:
|
||
|
// while ( waiting ) { BusyWait(); }
|
||
|
void BusyWait();
|
||
|
bool WaitForSessionState( idSession::sessionState_t desiredState );
|
||
|
|
||
|
void ExecuteMapChange();
|
||
|
void UnloadMap();
|
||
|
|
||
|
void Stop( bool resetSession = true );
|
||
|
|
||
|
// called by Draw when the scene to scene wipe is still running
|
||
|
void DrawWipeModel();
|
||
|
void StartWipe( const char *materialName, bool hold = false);
|
||
|
void CompleteWipe();
|
||
|
void ClearWipe();
|
||
|
|
||
|
void MoveToNewMap( const char * mapName, bool devmap );
|
||
|
|
||
|
void PlayIntroGui();
|
||
|
|
||
|
void ScrubSaveGameFileName( idStr &saveFileName ) const;
|
||
|
|
||
|
// Doom classic support
|
||
|
void RunDoomClassicFrame();
|
||
|
void RenderDoomClassic();
|
||
|
bool IsPlayingDoomClassic() const { return GetCurrentGame() != DOOM3_BFG; }
|
||
|
void PerformGameSwitch();
|
||
|
};
|
||
|
|
||
|
extern idCommonLocal commonLocal;
|