#pragma once // The current state of the game: whether we are // playing, gazing at the intermission screen, // the game final animation, or a demo. enum gamestate_t : int { GS_LEVEL, GS_INTRO, GS_INTERMISSION, GS_FINALE, GS_MENUSCREEN, GS_FULLCONSOLE, // [RH] Fullscreen console GS_HIDECONSOLE, // [RH] The menu just did something that should hide fs console GS_STARTUP, // [RH] Console is fullscreen, and game is just starting GS_TITLELEVEL, // [RH] A combination of GS_LEVEL and GS_MENUSCREEN GS_FORCEWIPE = -1, GS_FORCEWIPEFADE = -2, GS_FORCEWIPEBURN = -3, GS_FORCEWIPEMELT = -4 }; enum gameaction_t : int { ga_nothing, ga_level, // Switch to play mode without any initialization ga_intro, ga_intermission, ga_startup, // go back to intro after uninitializing the game state ga_mainmenu, // go back to main menu after uninitializing the game state ga_mainmenunostopsound, // Same but doesn't stop playing sounds. ga_creditsmenu, // go to the credits menu after uninitializing the game state ga_newgame, // start a new game ga_recordgame, // start a new demo recording (later) ga_loadgame, // load a savegame and resume play. ga_loadgameplaydemo, // load a savegame and play a demo. ga_autoloadgame, // load last autosave and resume play. ga_savegame, // save the game ga_autosave, // autosave the game (for triggering a save from within the game.) ga_completed, // Level was exited. ga_nextlevel, // Actually start the next level. ga_loadgamehidecon, ga_newgamenostopsound, // start a new game ga_endscreenjob, ga_fullconsole, }; extern gamestate_t gamestate; extern gameaction_t gameaction; extern int intermissiondelay;