gzdoom-gles/src/doomstat.cpp
Christoph Oelckers 96d328de9b - removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
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.
2017-04-17 13:33:19 +02:00

75 lines
2 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Put all global state variables here.
//
//-----------------------------------------------------------------------------
#include "stringtable.h"
#include "doomstat.h"
#include "c_cvars.h"
#include "i_system.h"
#include "g_level.h"
#include "p_local.h"
#include "g_levellocals.h"
int SaveVersion;
// Localizable strings
FStringTable GStrings;
// Game speed
EGameSpeed GameSpeed = SPEED_Normal;
// Show developer messages if true.
CVAR (Int, developer, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
// [RH] Feature control cvars
CVAR (Bool, var_friction, true, CVAR_SERVERINFO);
CVAR (Bool, alwaysapplydmflags, false, CVAR_SERVERINFO);
CUSTOM_CVAR (Float, teamdamage, 0.f, CVAR_SERVERINFO)
{
level.teamdamage = self;
}
CUSTOM_CVAR (String, language, "auto", CVAR_ARCHIVE)
{
SetLanguageIDs ();
GStrings.LoadStrings (false);
if (level.info != NULL) level.LevelName = level.info->LookupLevelName();
}
// [RH] Network arbitrator
int Net_Arbitrator = 0;
int NextSkill = -1;
int SinglePlayerClass[MAXPLAYERS];
bool ToggleFullscreen;
int BorderTopRefresh;
FString LumpFilterIWAD;