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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.
75 lines
2 KiB
C++
75 lines
2 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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// 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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#include "g_levellocals.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 (Int, developer, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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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, 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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