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96d328de9b
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
106 lines
2.7 KiB
C++
106 lines
2.7 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program 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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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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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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//
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// GAME
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//
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void G_DeathMatchSpawnPlayer (int playernum);
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struct FPlayerStart *G_PickPlayerStart (int playernum, int flags = 0);
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enum
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{
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PPS_FORCERANDOM = 1,
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PPS_NOBLOCKINGCHECK = 2,
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};
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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, bool hidecon=false);
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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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void G_StartSlideshow(FName whichone);
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FString G_BuildSaveName (const char *prefix, int slot);
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class FSerializer;
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bool G_CheckSaveGameWads (FSerializer &arc, 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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void G_DoPlayerPop(int playernum);
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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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extern int SendItemDropAmount;
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#endif
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