mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 02:42:01 +00:00
505031fa5a
- removed gamemode variable. All it was used for were some checks that really should depend on GI_MAPxx. - Externalized all internal gameinfo definitions. - added include to MAPINFO parser. - split IWAD detection code off from d_main.cpp into its own file. - disabled gamemission based switch filtering because it is not useful. - added GAMEINFO submission by Blzut3 with significant modifications. There is no GAMEINFO lump. Instead all information is placed in MAPINFO, except the data that is needed to decide which WADs to autoload. SVN r1497 (trunk)
69 lines
1.7 KiB
C++
69 lines
1.7 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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// $Log:$
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//
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// DESCRIPTION:
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// Put all global state variables here.
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//
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//-----------------------------------------------------------------------------
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#include "stringtable.h"
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#include "doomstat.h"
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#include "c_cvars.h"
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#include "i_system.h"
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#include "g_level.h"
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#include "p_local.h"
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int SaveVersion;
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// Localizable strings
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FStringTable GStrings;
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// Game speed
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EGameSpeed GameSpeed = SPEED_Normal;
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// Show developer messages if true.
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CVAR (Bool, developer, false, 0)
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// [RH] Feature control cvars
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CVAR (Bool, var_friction, true, CVAR_SERVERINFO);
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CVAR (Bool, var_pushers, true, CVAR_SERVERINFO);
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CVAR (Bool, alwaysapplydmflags, false, CVAR_SERVERINFO);
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CUSTOM_CVAR (Float, teamdamage, 0.f, CVAR_SERVERINFO)
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{
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level.teamdamage = self;
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}
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CUSTOM_CVAR (String, language, "auto", CVAR_ARCHIVE)
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{
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SetLanguageIDs ();
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GStrings.LoadStrings (false);
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if (level.info != NULL) level.LevelName = level.info->LookupLevelName();
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}
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// [RH] Network arbitrator
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int Net_Arbitrator = 0;
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int NextSkill = -1;
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int SinglePlayerClass[MAXPLAYERS];
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bool ToggleFullscreen;
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