mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
5585351c0f
This is by no means a permanent solution but having it buys some time to find something more universal that won't affect performance too badly and investigate the need for a more robust solution. The idea here is to define pairs of walls where when the first element of the pair is seen, it will treat the second one as view blocking. This is used as the two offending windows (sectors 151 and 152) to cope with the lack of a height sensitive clipper.
244 lines
5.1 KiB
C++
244 lines
5.1 KiB
C++
#pragma once
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#include <memory>
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#include "c_cvars.h"
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#include "zstring.h"
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#include "inputstate.h"
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#include "gamecvars.h"
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#include "tarray.h"
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#include "name.h"
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#include "memarena.h"
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#include "stats.h"
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#include "i_time.h"
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#include "palentry.h"
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extern FString currentGame;
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extern FString LumpFilter;
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extern int PlayClock;
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class FArgs;
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extern bool GUICapture;
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extern bool AppActive;
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extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
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extern bool r_NoInterpolate;
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extern bool crouch_toggle;
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struct MapRecord;
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extern MapRecord* g_nextmap;
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extern int g_nextskill;
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extern FMemArena dump; // this is for memory blocks than cannot be deallocated without some huge effort. Put them in here so that they do not register on shutdown.
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int CONFIG_Init();
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// I am not sure if anything below will survive for long...
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#define MAXMOUSEAXES 2
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#define MAXMOUSEDIGITAL (MAXMOUSEAXES*2)
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// default mouse scale
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#define DEFAULTMOUSEANALOGUESCALE 65536
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// default joystick settings
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#define DEFAULTJOYSTICKANALOGUESCALE 65536
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#define DEFAULTJOYSTICKANALOGUEDEAD 1000
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#define DEFAULTJOYSTICKANALOGUESATURATE 9500
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void CONFIG_SetupJoystick(void);
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void CONFIG_SetGameControllerDefaultsClear();
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extern FStringCVar* const CombatMacros[];
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void CONFIG_ReadCombatMacros();
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int GameMain();
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int GetAutomapZoom(int gZoom);
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void DrawCrosshair(int deftile, int health, double xdelta, double ydelta, double scale, PalEntry color = 0xffffffff);
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void updatePauseStatus();
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void DeferedStartGame(MapRecord* map, int skill, bool nostopsound = false);
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void ChangeLevel(MapRecord* map, int skill);
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void CompleteLevel(MapRecord* map);
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struct UserConfig
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{
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FString gamegrp;
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FString CommandMap;
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FString UserDef;
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FString DefaultDef;
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FString DefaultCon;
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FString CommandDemo;
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FString CommandName;
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FString CommandIni;
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std::unique_ptr<FArgs> AddDefs;
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std::unique_ptr<FArgs> AddCons;
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std::unique_ptr<FArgs> AddFiles;
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std::unique_ptr<FArgs> AddFilesPre; //To be added before the main directory. Only for legacy options.
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std::unique_ptr<FArgs> AddArt;
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TArray<FString> toBeDeleted;
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bool nomonsters = false;
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bool nosound = false;
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//bool nomusic = false;
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bool nologo = false;
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int setupstate = -1;
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void ProcessOptions();
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};
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extern UserConfig userConfig;
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extern int nomusic;
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extern bool nosound;
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inline bool MusicEnabled()
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{
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return mus_enabled && !nomusic;
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}
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inline bool SoundEnabled()
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{
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return snd_enabled && !nosound;
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}
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enum
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{
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GAMEFLAG_DUKE = 0x00000001,
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GAMEFLAG_NAM = 0x00000002,
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GAMEFLAG_NAPALM = 0x00000004,
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GAMEFLAG_WW2GI = 0x00000008,
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GAMEFLAG_ADDON = 0x00000010,
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GAMEFLAG_SHAREWARE = 0x00000020,
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GAMEFLAG_DUKEBETA = 0x00000060, // includes 0x20 since it's a shareware beta
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GAMEFLAG_PLUTOPAK = 0x00000080,
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GAMEFLAG_RR = 0x00000100,
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GAMEFLAG_RRRA = 0x00000200,
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GAMEFLAG_RRALL = GAMEFLAG_RR | GAMEFLAG_RRRA,
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GAMEFLAG_BLOOD = 0x00000800,
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GAMEFLAG_SW = 0x00001000,
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GAMEFLAG_POWERSLAVE = 0x00002000,
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GAMEFLAG_EXHUMED = 0x00004000,
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GAMEFLAG_PSEXHUMED = GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED, // the two games really are the same, except for the name and the publisher.
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GAMEFLAG_WORLDTOUR = 0x00008000,
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GAMEFLAG_DUKEDC = 0x00010000,
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GAMEFLAG_DUKECOMPAT = GAMEFLAG_DUKE | GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI | GAMEFLAG_RRALL,
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GAMEFLAGMASK = 0x0000FFFF, // flags allowed from grpinfo
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// We still need these for the parsers.
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GAMEFLAG_FURY = 0,
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GAMEFLAG_DEER = 0,
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};
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struct GrpInfo
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{
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FString name;
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FString scriptname;
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FString defname;
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FString rtsname;
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FString gamefilter;
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FString gameid;
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uint32_t CRC = 0;
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uint32_t dependencyCRC = 0;
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size_t size = 0;
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int flags = 0;
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bool loaddirectory = false;
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bool isAddon = false;
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int index = -1;
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TArray<FString> mustcontain;
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TArray<FString> tobedeleted;
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TArray<FString> loadfiles;
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TArray<FString> loadart;
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uint32_t FgColor = 0, BgColor = 0;
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};
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struct GrpEntry
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{
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FString FileName;
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GrpInfo FileInfo;
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};
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extern int g_gameType;
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const char* G_DefaultDefFile(void);
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const char* G_DefFile(void);
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void LoadDefinitions();
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// game check shortcuts
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inline bool isNam()
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{
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return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM);
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}
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inline bool isNamWW2GI()
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{
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return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM |GAMEFLAG_WW2GI);
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}
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inline bool isWW2GI()
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{
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return g_gameType & (GAMEFLAG_WW2GI);
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}
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inline bool isDuke()
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{
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return g_gameType & (GAMEFLAG_DUKE);
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}
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inline bool isRR()
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{
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return g_gameType & (GAMEFLAG_RRALL);
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}
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inline bool isRRRA()
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{
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return g_gameType & (GAMEFLAG_RRRA);
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}
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inline bool isWorldTour()
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{
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return g_gameType & GAMEFLAG_WORLDTOUR;
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}
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inline bool isPlutoPak()
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{
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return g_gameType & GAMEFLAG_PLUTOPAK;
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}
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inline bool isShareware()
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{
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return g_gameType & GAMEFLAG_SHAREWARE;
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}
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inline bool isBlood()
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{
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return g_gameType & GAMEFLAG_BLOOD;
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}
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TArray<GrpEntry> GrpScan();
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void S_PauseSound(bool notmusic, bool notsfx);
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void S_ResumeSound(bool notsfx);
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void S_SetSoundPaused(int state);
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enum
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{
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MaxSmoothRatio = FRACUNIT
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};
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FString G_GetDemoPath();
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enum
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{
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PAUSESFX_MENU = 1,
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PAUSESFX_CONSOLE = 2
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};
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extern int paused;
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extern int chatmodeon;
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extern bool sendPause;
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extern int lastTic;
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extern int PlayClock;
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