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https://github.com/ZDoom/gzdoom-gles.git
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14fc5516a8
It will use negative indices for this. Currently supported strings are level name, level lump name and skill name. - Extended skill definitions so that printable name and image lump name are separate fields so that a printable name can be specified for Doom, too. SVN r2294 (trunk)
593 lines
16 KiB
C++
593 lines
16 KiB
C++
/*
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** g_level.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __G_LEVEL_H__
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#define __G_LEVEL_H__
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#include "doomtype.h"
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#include "doomdef.h"
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//#include "autosegs.h"
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#include "sc_man.h"
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struct level_info_t;
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struct cluster_info_t;
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class FScanner;
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#if defined(_MSC_VER)
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#pragma data_seg(".yreg$u")
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#pragma data_seg()
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#define MSVC_YSEG __declspec(allocate(".yreg$u"))
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#define GCC_YSEG
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#else
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#define MSVC_YSEG
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#define GCC_YSEG __attribute__((section(SECTION_YREG)))
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#endif
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struct FMapInfoParser
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{
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enum EFormatType
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{
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FMT_Unknown,
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FMT_Old,
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FMT_New
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};
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FScanner sc;
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int format_type;
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bool HexenHack;
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FMapInfoParser(int format = FMT_Unknown)
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{
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format_type = format;
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HexenHack = false;
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}
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bool ParseLookupName(FString &dest);
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void ParseMusic(FString &name, int &order);
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void ParseLumpOrTextureName(char *name);
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void ParseLumpOrTextureName(FString &name);
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void ParseCluster();
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void ParseNextMap(char *mapname);
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level_info_t *ParseMapHeader(level_info_t &defaultinfo);
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void ParseMapDefinition(level_info_t &leveldef);
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void ParseGameInfo();
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void ParseEpisodeInfo ();
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void ParseSkill ();
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void ParseMapInfo (int lump, level_info_t &gamedefaults, level_info_t &defaultinfo);
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void ParseOpenBrace();
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bool ParseCloseBrace();
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bool CheckAssign();
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void ParseAssign();
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void MustParseAssign();
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void ParseComma();
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bool CheckNumber();
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bool CheckFloat();
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void SkipToNext();
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void CheckEndOfFile(const char *block);
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};
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#define DEFINE_MAP_OPTION(name, old) \
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static void MapOptHandler_##name(FMapInfoParser &parse, level_info_t *info); \
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static FMapOptInfo MapOpt_##name = \
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{ #name, MapOptHandler_##name, old }; \
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MSVC_YSEG FMapOptInfo *mapopt_##name GCC_YSEG = &MapOpt_##name; \
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static void MapOptHandler_##name(FMapInfoParser &parse, level_info_t *info)
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struct FMapOptInfo
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{
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const char *name;
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void (*handler) (FMapInfoParser &parse, level_info_t *levelinfo);
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bool old;
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};
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enum ELevelFlags
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{
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LEVEL_NOINTERMISSION = 0x00000001,
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LEVEL_NOINVENTORYBAR = 0x00000002, // This effects Doom only, since it's the only one without a standard inventory bar.
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LEVEL_DOUBLESKY = 0x00000004,
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LEVEL_HASFADETABLE = 0x00000008, // Level uses Hexen's fadetable mapinfo to get fog
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LEVEL_MAP07SPECIAL = 0x00000010,
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LEVEL_BRUISERSPECIAL = 0x00000020,
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LEVEL_CYBORGSPECIAL = 0x00000040,
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LEVEL_SPIDERSPECIAL = 0x00000080,
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LEVEL_SPECLOWERFLOOR = 0x00000100,
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LEVEL_SPECOPENDOOR = 0x00000200,
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LEVEL_SPECACTIONSMASK = 0x00000300,
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LEVEL_MONSTERSTELEFRAG = 0x00000400,
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LEVEL_ACTOWNSPECIAL = 0x00000800,
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LEVEL_SNDSEQTOTALCTRL = 0x00001000,
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LEVEL_FORCENOSKYSTRETCH = 0x00002000,
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LEVEL_CROUCH_NO = 0x00004000,
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LEVEL_JUMP_NO = 0x00008000,
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LEVEL_FREELOOK_NO = 0x00010000,
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LEVEL_FREELOOK_YES = 0x00020000,
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// The absence of both of the following bits means that this level does not
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// use falling damage (though damage can be forced with dmflags,.
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LEVEL_FALLDMG_ZD = 0x00040000, // Level uses ZDoom's falling damage
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LEVEL_FALLDMG_HX = 0x00080000, // Level uses Hexen's falling damage
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LEVEL_HEADSPECIAL = 0x00100000, // Heretic episode 1/4
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LEVEL_MINOTAURSPECIAL = 0x00200000, // Heretic episode 2/5
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LEVEL_SORCERER2SPECIAL = 0x00400000, // Heretic episode 3
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LEVEL_SPECKILLMONSTERS = 0x00800000,
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LEVEL_STARTLIGHTNING = 0x01000000, // Automatically start lightning
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LEVEL_FILTERSTARTS = 0x02000000, // Apply mapthing filtering to player starts
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LEVEL_LOOKUPLEVELNAME = 0x04000000, // Level name is the name of a language string
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LEVEL_HEXENFORMAT = 0x08000000, // Level uses the Hexen map format
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LEVEL_SWAPSKIES = 0x10000000, // Used by lightning
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LEVEL_NOALLIES = 0x20000000, // i.e. Inside Strife's front base
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LEVEL_CHANGEMAPCHEAT = 0x40000000, // Don't display cluster messages
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LEVEL_VISITED = 0x80000000, // Used for intermission map
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// The flags QWORD is now split into 2 DWORDs
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LEVEL2_DEATHSLIDESHOW = 0x00000001, // Slideshow on death
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LEVEL2_ALLMAP = 0x00000002, // The player picked up a map on this level
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LEVEL2_LAXMONSTERACTIVATION = 0x00000004, // Monsters can open doors depending on the door speed
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LEVEL2_LAXACTIVATIONMAPINFO = 0x00000008, // LEVEL_LAXMONSTERACTIVATION is not a default.
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LEVEL2_MISSILESACTIVATEIMPACT = 0x00000010, // Missiles are the activators of SPAC_IMPACT events, not their shooters
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LEVEL2_FROZEN = 0x00000020, // Game is frozen by a TimeFreezer
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LEVEL2_KEEPFULLINVENTORY = 0x00000040, // doesn't reduce the amount of inventory items to 1
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LEVEL2_MUSICDEFINED = 0x00000080, // a marker to disable the $map command in SNDINFO for this map
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LEVEL2_MONSTERFALLINGDAMAGE = 0x00000100,
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LEVEL2_CLIPMIDTEX = 0x00000200,
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LEVEL2_WRAPMIDTEX = 0x00000400,
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LEVEL2_CHECKSWITCHRANGE = 0x00000800,
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LEVEL2_PAUSE_MUSIC_IN_MENUS = 0x00001000,
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LEVEL2_TOTALINFIGHTING = 0x00002000,
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LEVEL2_NOINFIGHTING = 0x00004000,
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LEVEL2_NOMONSTERS = 0x00008000,
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LEVEL2_INFINITE_FLIGHT = 0x00010000,
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LEVEL2_ALLOWRESPAWN = 0x00020000,
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LEVEL2_FORCETEAMPLAYON = 0x00040000,
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LEVEL2_FORCETEAMPLAYOFF = 0x00080000,
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LEVEL2_CONV_SINGLE_UNFREEZE = 0x00100000,
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LEVEL2_RAILINGHACK = 0x00200000, // but UDMF requires them to be separate to have more control
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LEVEL2_DUMMYSWITCHES = 0x00400000,
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LEVEL2_HEXENHACK = 0x00800000, // Level was defined in a Hexen style MAPINFO
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LEVEL2_SMOOTHLIGHTING = 0x01000000, // Level uses the smooth lighting feature.
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LEVEL2_POLYGRIND = 0x02000000, // Polyobjects grind corpses to gibs.
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LEVEL2_RESETINVENTORY = 0x04000000, // Resets player inventory when starting this level (unless in a hub)
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};
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struct acsdefered_t;
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struct FSpecialAction
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{
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FName Type; // this is initialized before the actors...
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BYTE Action;
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int Args[5]; // must allow 16 bit tags for 666 & 667!
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};
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class FCompressedMemFile;
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class DScroller;
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class FScanner;
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struct level_info_t;
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struct FOptionalMapinfoData
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{
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FOptionalMapinfoData *Next;
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FName identifier;
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FOptionalMapinfoData() { Next = NULL; identifier = NAME_None; }
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virtual ~FOptionalMapinfoData() {}
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virtual FOptionalMapinfoData *Clone() const = 0;
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};
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struct FOptionalMapinfoDataPtr
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{
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FOptionalMapinfoData *Ptr;
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FOptionalMapinfoDataPtr() throw() : Ptr(NULL) {}
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~FOptionalMapinfoDataPtr() { if (Ptr!=NULL) delete Ptr; }
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FOptionalMapinfoDataPtr(const FOptionalMapinfoDataPtr &p) throw() : Ptr(p.Ptr->Clone()) {}
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FOptionalMapinfoDataPtr &operator= (FOptionalMapinfoDataPtr &p) throw() { Ptr = p.Ptr->Clone(); return *this; }
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};
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typedef TMap<FName, FOptionalMapinfoDataPtr> FOptData;
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struct level_info_t
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{
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int levelnum;
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char mapname[9];
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char pname[9];
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char nextmap[11]; // The endsequence string is 10 chars so we need more space here
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char secretmap[11];
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char skypic1[9];
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char skypic2[9];
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char fadetable[9];
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char f1[9];
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char bordertexture[9];
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char mapbg[9];
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int cluster;
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int partime;
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int sucktime;
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DWORD flags;
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DWORD flags2;
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FString Music;
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FString LevelName;
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SBYTE WallVertLight, WallHorizLight;
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int musicorder;
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FCompressedMemFile *snapshot;
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DWORD snapshotVer;
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struct acsdefered_t *defered;
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float skyspeed1;
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float skyspeed2;
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DWORD fadeto;
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DWORD outsidefog;
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int cdtrack;
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unsigned int cdid;
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float gravity;
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float aircontrol;
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int WarpTrans;
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int airsupply;
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DWORD compatflags;
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DWORD compatmask;
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FString Translator; // for converting Doom-format linedef and sector types.
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int DefaultEnvironment; // Default sound environment for the map.
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// Redirection: If any player is carrying the specified item, then
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// you go to the RedirectMap instead of this one.
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FName RedirectType;
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char RedirectMap[9];
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FString EnterPic;
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FString ExitPic;
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FString InterMusic;
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int intermusicorder;
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FString SoundInfo;
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FString SndSeq;
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float teamdamage;
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FOptData optdata;
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TArray<FSpecialAction> specialactions;
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level_info_t()
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{
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Reset();
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}
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~level_info_t()
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{
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ClearSnapshot();
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ClearDefered();
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}
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void Reset();
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bool isValid();
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FString LookupLevelName ();
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void ClearSnapshot();
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void ClearDefered();
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level_info_t *CheckLevelRedirect ();
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template<class T>
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T *GetOptData(FName id, bool create = true)
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{
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FOptionalMapinfoDataPtr *pdat = optdata.CheckKey(id);
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if (pdat != NULL)
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{
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return static_cast<T*>(pdat->Ptr);
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}
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else if (create)
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{
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T *newobj = new T;
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optdata[id].Ptr = newobj;
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return newobj;
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}
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else return NULL;
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}
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};
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// [RH] These get zeroed every tic and are updated by thinkers.
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struct FSectorScrollValues
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{
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fixed_t ScrollX, ScrollY;
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};
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struct FLevelLocals
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{
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void Tick ();
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void AddScroller (DScroller *, int secnum);
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int time; // time in the hub
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int maptime; // time in the map
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int totaltime; // time in the game
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int starttime;
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int partime;
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int sucktime;
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level_info_t *info;
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int cluster;
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int clusterflags;
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int levelnum;
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int lumpnum;
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FString LevelName;
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char mapname[256]; // the lump name (E1M1, MAP01, etc)
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char nextmap[11]; // go here when using the regular exit
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char secretmap[11]; // map to go to when used secret exit
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DWORD flags;
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DWORD flags2;
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DWORD fadeto; // The color the palette fades to (usually black)
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DWORD outsidefog; // The fog for sectors with sky ceilings
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FString Music;
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int musicorder;
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int cdtrack;
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unsigned int cdid;
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char skypic1[9];
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char skypic2[9];
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float skyspeed1; // Scrolling speed of sky textures, in pixels per ms
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float skyspeed2;
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int total_secrets;
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int found_secrets;
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int total_items;
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int found_items;
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int total_monsters;
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int killed_monsters;
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float gravity;
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fixed_t aircontrol;
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fixed_t airfriction;
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int airsupply;
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int DefaultEnvironment; // Default sound environment.
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FSectorScrollValues *Scrolls; // NULL if no DScrollers in this level
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SBYTE WallVertLight; // Light diffs for vert/horiz walls
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SBYTE WallHorizLight;
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bool FromSnapshot; // The current map was restored from a snapshot
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float teamdamage;
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bool IsJumpingAllowed() const;
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bool IsCrouchingAllowed() const;
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bool IsFreelookAllowed() const;
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};
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enum EndTypes
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{
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END_Pic,
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END_Pic1,
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END_Pic2,
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END_Pic3,
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END_Bunny,
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END_Cast,
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END_Demon,
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END_Underwater,
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END_Chess,
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END_Strife,
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END_BuyStrife,
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END_TitleScreen
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};
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struct EndSequence
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{
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BYTE EndType;
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bool Advanced;
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bool MusicLooping;
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bool PlayTheEnd;
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FString PicName;
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FString PicName2;
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FString Music;
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EndSequence();
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};
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extern TArray<EndSequence> EndSequences;
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struct cluster_info_t
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{
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int cluster;
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FString FinaleFlat;
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FString ExitText;
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FString EnterText;
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FString MessageMusic;
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int musicorder;
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int flags;
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int cdtrack;
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FString ClusterName;
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unsigned int cdid;
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void Reset();
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};
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// Cluster flags
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#define CLUSTER_HUB 0x00000001 // Cluster uses hub behavior
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#define CLUSTER_EXITTEXTINLUMP 0x00000002 // Exit text is the name of a lump
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#define CLUSTER_ENTERTEXTINLUMP 0x00000004 // Enter text is the name of a lump
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#define CLUSTER_FINALEPIC 0x00000008 // Finale "flat" is actually a full-sized image
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#define CLUSTER_LOOKUPEXITTEXT 0x00000010 // Exit text is the name of a language string
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#define CLUSTER_LOOKUPENTERTEXT 0x00000020 // Enter text is the name of a language string
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#define CLUSTER_LOOKUPNAME 0x00000040 // Name is the name of a language string
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#define CLUSTER_LOOKUPCLUSTERNAME 0x00000080 // Cluster name is the name of a language string
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extern FLevelLocals level;
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extern TArray<level_info_t> wadlevelinfos;
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extern TArray<cluster_info_t> wadclusterinfos;
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extern bool savegamerestore;
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// mapname will be changed if it is a valid warptrans
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bool CheckWarpTransMap (FString &mapname, bool substitute);
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void G_InitNew (const char *mapname, bool bTitleLevel);
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// Can be called by the startup code or M_Responder.
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// A normal game starts at map 1,
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// but a warp test can start elsewhere
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void G_DeferedInitNew (const char *mapname, int skill = -1);
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void G_ExitLevel (int position, bool keepFacing);
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void G_SecretExitLevel (int position);
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const char *G_GetExitMap();
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const char *G_GetSecretExitMap();
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void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int nextSkill=-1,
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bool nointermission=false, bool resetinventory=false, bool nomonsters=false);
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void G_SetForEndGame (char *nextmap);
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void G_StartTravel ();
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void G_FinishTravel ();
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void G_DoLoadLevel (int position, bool autosave);
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void G_InitLevelLocals (void);
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void G_AirControlChanged ();
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cluster_info_t *FindClusterInfo (int cluster);
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level_info_t *FindLevelInfo (const char *mapname);
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level_info_t *FindLevelByNum (int num);
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level_info_t *CheckLevelRedirect (level_info_t *info);
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FString CalcMapName (int episode, int level);
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void G_ParseMapInfo (const char *basemapinfo);
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void G_ClearSnapshots (void);
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void P_RemoveDefereds ();
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void G_SnapshotLevel (void);
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void G_UnSnapshotLevel (bool keepPlayers);
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struct PNGHandle;
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void G_ReadSnapshots (PNGHandle *png);
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void G_WriteSnapshots (FILE *file);
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enum ESkillProperty
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{
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SKILLP_AmmoFactor,
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SKILLP_DropAmmoFactor,
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SKILLP_DamageFactor,
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SKILLP_FastMonsters,
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SKILLP_Respawn,
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SKILLP_RespawnLimit,
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SKILLP_Aggressiveness,
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SKILLP_DisableCheats,
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SKILLP_AutoUseHealth,
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SKILLP_SpawnFilter,
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SKILLP_EasyBossBrain,
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SKILLP_ACSReturn,
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SKILLP_MonsterHealth,
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SKILLP_FriendlyHealth,
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SKILLP_NoPain
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};
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int G_SkillProperty(ESkillProperty prop);
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const char * G_SkillName();
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typedef TMap<FName, FString> SkillMenuNames;
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typedef TMap<FName, FName> SkillActorReplacement;
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struct FSkillInfo
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{
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FName Name;
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fixed_t AmmoFactor, DoubleAmmoFactor, DropAmmoFactor;
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fixed_t DamageFactor;
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|
bool FastMonsters;
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bool DisableCheats;
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|
bool AutoUseHealth;
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|
bool EasyBossBrain;
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|
int RespawnCounter;
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|
int RespawnLimit;
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|
fixed_t Aggressiveness;
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|
int SpawnFilter;
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|
int ACSReturn;
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|
FString MenuName;
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|
FString PicName;
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|
SkillMenuNames MenuNamesForPlayerClass;
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|
bool MustConfirm;
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|
FString MustConfirmText;
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|
char Shortcut;
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|
FString TextColor;
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SkillActorReplacement Replace;
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|
SkillActorReplacement Replaced;
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fixed_t MonsterHealth;
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|
fixed_t FriendlyHealth;
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|
bool NoPain;
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|
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FSkillInfo() {}
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|
FSkillInfo(const FSkillInfo &other)
|
|
{
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|
operator=(other);
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|
}
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|
FSkillInfo &operator=(const FSkillInfo &other);
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int GetTextColor() const;
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|
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void SetReplacement(FName a, FName b);
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|
FName GetReplacement(FName a);
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|
void SetReplacedBy(FName b, FName a);
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|
FName GetReplacedBy(FName b);
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|
};
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extern TArray<FSkillInfo> AllSkills;
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extern int DefaultSkill;
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#endif //__G_LEVEL_H__
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