gzdoom-gles/src/g_level.h
Christoph Oelckers a1cc548af4 - moved some more code into the gamedata folder.
Two files were split:

g_level.h contained both the game data definitions and some prototypes belonging to the game logic. These were split up.
decallib.cpp contained both the data and the animation thinkers. The thinkers are now in their own file.
2019-02-01 19:20:58 +01:00

41 lines
1 KiB
C

#pragma once
#include "doomtype.h"
#include "vectors.h"
#include "sc_man.h"
#include "resourcefiles/file_zip.h"
#include "g_mapinfo.h"
extern bool savegamerestore;
void G_InitNew (const char *mapname, bool bTitleLevel);
// Can be called by the startup code or M_Responder.
// A normal game starts at map 1,
// but a warp test can start elsewhere
void G_DeferedInitNew (const char *mapname, int skill = -1);
struct FGameStartup;
void G_DeferedInitNew (FGameStartup *gs);
enum
{
CHANGELEVEL_KEEPFACING = 1,
CHANGELEVEL_RESETINVENTORY = 2,
CHANGELEVEL_NOMONSTERS = 4,
CHANGELEVEL_CHANGESKILL = 8,
CHANGELEVEL_NOINTERMISSION = 16,
CHANGELEVEL_RESETHEALTH = 32,
CHANGELEVEL_PRERAISEWEAPON = 64,
};
void G_DoLoadLevel (const FString &MapName, int position, bool autosave, bool newGame);
void G_ClearSnapshots (void);
void P_RemoveDefereds ();
void G_ReadSnapshots (FResourceFile *);
void G_WriteSnapshots (TArray<FString> &, TArray<FCompressedBuffer> &);
void G_WriteVisited(FSerializer &arc);
void G_ReadVisited(FSerializer &arc);
void G_ClearHubInfo();