mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-15 09:01:24 +00:00
c6525a2271
- The 'savebuffer' variable still existed? - Changed AInventory::Destroy to NULL SendItemUse and SendItemDrop if they point to the destroyed object. Although unlikely it can't be ruled out completely that this can happen with delayed CCMDs. - fixed: Starting a new game did not clear the hub statistics array. SVN r3034 (trunk)
92 lines
2.2 KiB
C++
92 lines
2.2 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Duh.
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//
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//-----------------------------------------------------------------------------
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#ifndef __G_GAME__
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#define __G_GAME__
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struct event_t;
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struct PNGHandle;
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//
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// GAME
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//
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void G_DeathMatchSpawnPlayer (int playernum);
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void G_DeferedPlayDemo (const char* demo);
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// Can be called by the startup code or M_Responder,
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// calls P_SetupLevel or W_EnterWorld.
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void G_LoadGame (const char* name);
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void G_DoLoadGame (void);
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// Called by M_Responder.
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void G_SaveGame (const char *filename, const char *description);
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// Only called by startup code.
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void G_RecordDemo (const char* name);
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void G_BeginRecording (const char *startmap);
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void G_PlayDemo (char* name);
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void G_TimeDemo (const char* name);
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bool G_CheckDemoStatus (void);
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void G_WorldDone (void);
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void G_Ticker (void);
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bool G_Responder (event_t* ev);
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void G_ScreenShot (char *filename);
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FString G_BuildSaveName (const char *prefix, int slot);
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struct PNGHandle;
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bool G_CheckSaveGameWads (PNGHandle *png, bool printwarn);
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enum EFinishLevelType
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{
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FINISH_SameHub,
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FINISH_NextHub,
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FINISH_NoHub
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};
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void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags);
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void G_DoReborn (int playernum, bool freshbot);
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// Adds pitch to consoleplayer's viewpitch and clamps it
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void G_AddViewPitch (int look);
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// Adds to consoleplayer's viewangle if allowed
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void G_AddViewAngle (int yaw);
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#define BODYQUESIZE 32
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class AActor;
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extern AActor *bodyque[BODYQUESIZE];
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extern int bodyqueslot;
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class AInventory;
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extern const AInventory *SendItemUse, *SendItemDrop;
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#endif
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