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258822ef3b
As a result the old 'Group' property could be removed and all other means to get a section name were disabled. As an example, if the code gets 'doom.doom2.commercial' it will use the following sections in this order: global.autoload doom.autoload doom.doom2.autoload doom.doom2.commercial.autoload.
72 lines
1.7 KiB
C++
72 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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int BorderTopRefresh;
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FString LumpFilterIWAD;
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