/* Copyright (C) 1996-1997 Id Software, Inc. This program 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 2 of the License, or (at your option) any later version. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // the status bar is only redrawn if something has changed, but if anything // does, the entire thing will be redrawn for the next vid.numpages frames. void HUD_Init (void); // call whenever any of the client stats represented on the sbar changes void HUD_Draw (void); // called every frame by screen // called each frame after the level has been completed void HUD_NewMap (void); extern double HUD_Change_time; //achievement stuff #define MAX_ACHIEVEMENTS 5//23 typedef struct achievement_list_s { qpic_t *img; int unlocked; char name[64]; char description[256]; int progress; } achievement_list_t; void Achievement_Init (void); extern achievement_list_t achievement_list[MAX_ACHIEVEMENTS]; extern qpic_t *achievement_locked; extern char player_name[16]; extern double nameprint_time; extern int screenflash_color; extern double screenflash_duration; extern int screenflash_type; extern double screenflash_worktime; extern double screenflash_starttime; void HUD_Parse_Achievement (int ach);