gzdoom-gles/src/g_game.h
Christoph Oelckers 6db355a947 - added a callback to menu items for when a new menu gets created.
- added a StartSlideshow ACS and ZScript command and extended the functionality to specify the slideshow's name when starting it.

This is for triggering any kind of intermission definition in the middle of a level - keep in mind that this may not be set up to loop!
2017-03-14 10:41:13 +01:00

101 lines
2.3 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Duh.
//
//-----------------------------------------------------------------------------
#ifndef __G_GAME__
#define __G_GAME__
struct event_t;
//
// GAME
//
void G_DeathMatchSpawnPlayer (int playernum);
struct FPlayerStart *G_PickPlayerStart (int playernum, int flags = 0);
enum
{
PPS_FORCERANDOM = 1,
PPS_NOBLOCKINGCHECK = 2,
};
void G_DeferedPlayDemo (const char* demo);
// Can be called by the startup code or M_Responder,
// calls P_SetupLevel or W_EnterWorld.
void G_LoadGame (const char* name, bool hidecon=false);
void G_DoLoadGame (void);
// Called by M_Responder.
void G_SaveGame (const char *filename, const char *description);
// Only called by startup code.
void G_RecordDemo (const char* name);
void G_BeginRecording (const char *startmap);
void G_PlayDemo (char* name);
void G_TimeDemo (const char* name);
bool G_CheckDemoStatus (void);
void G_WorldDone (void);
void G_Ticker (void);
bool G_Responder (event_t* ev);
void G_ScreenShot (char *filename);
void G_StartSlideshow(FName whichone);
FString G_BuildSaveName (const char *prefix, int slot);
class FSerializer;
bool G_CheckSaveGameWads (FSerializer &arc, bool printwarn);
enum EFinishLevelType
{
FINISH_SameHub,
FINISH_NextHub,
FINISH_NoHub
};
void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags);
void G_DoReborn (int playernum, bool freshbot);
void G_DoPlayerPop(int playernum);
// Adds pitch to consoleplayer's viewpitch and clamps it
void G_AddViewPitch (int look);
// Adds to consoleplayer's viewangle if allowed
void G_AddViewAngle (int yaw);
#define BODYQUESIZE 32
class AActor;
extern AActor *bodyque[BODYQUESIZE];
extern int bodyqueslot;
class AInventory;
extern const AInventory *SendItemUse, *SendItemDrop;
extern int SendItemDropAmount;
#endif