gzdoom-gles/src/wi_stuff.h

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Intermission.
//
//-----------------------------------------------------------------------------
#ifndef __WI_STUFF__
#define __WI_STUFF__
#include "doomdef.h"
class FTexture;
//
// INTERMISSION
// Structure passed e.g. to WI_Start(wb)
//
struct wbplayerstruct_t
{
// Player stats, kills, collected items etc.
int skills;
int sitems;
int ssecret;
int stime;
int frags[MAXPLAYERS];
int fragcount; // [RH] Cumulative frags for this player
};
struct wbstartstruct_t
{
int finished_ep;
int next_ep;
FString current; // [RH] Name of map just finished
FString next; // next level, [RH] actual map name
FString nextname; // printable name for next level.
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FTextureID LName0;
FTextureID LName1;
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int maxkills;
int maxitems;
int maxsecret;
int maxfrags;
// the par time and sucktime
int partime; // in tics
int sucktime; // in minutes
// total time for the entire current game
int totaltime;
// index of this player in game
int pnum;
wbplayerstruct_t plyr[MAXPLAYERS];
};
// Intermission stats.
// Parameters for world map / intermission.
extern wbstartstruct_t wminfo;
// Called by main loop, animate the intermission.
void WI_Ticker ();
// Called by main loop,
// draws the intermission directly into the screen buffer.
void WI_Drawer ();
// Setup for an intermission screen.
void WI_Start (wbstartstruct_t *wbstartstruct);
#endif