gzdoom/src/g_game.h
Randy Heit a9dc8ddce3 - Fixed: Weapon positions were only adjusted in 1280x1024 if the status
bar was hidden.
- Fixed: If you died in co-op and somebody else ended the map before you
  respawned, you would start the next map with only default inventory, no
  matter what dmflags was set to.


SVN r691 (trunk)
2008-01-11 01:43:37 +00:00

91 lines
2.1 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__
#include "doomdef.h"
#include "d_event.h"
//
// GAME
//
void G_DeathMatchSpawnPlayer (int playernum);
void G_DeferedPlayDemo (char* demo);
// Can be called by the startup code or M_Responder,
// calls P_SetupLevel or W_EnterWorld.
void G_LoadGame (const char* name);
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 (char* name);
void G_BeginRecording (const char *startmap);
void G_PlayDemo (char* name);
void G_TimeDemo (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);
FString G_BuildSaveName (const char *prefix, int slot);
struct PNGHandle;
bool G_CheckSaveGameWads (PNGHandle *png, bool printwarn);
enum EFinishLevelType
{
FINISH_SameHub,
FINISH_NextHub,
FINISH_NoHub
};
void G_PlayerFinishLevel (int player, EFinishLevelType mode, bool resetinventory);
void G_DoReborn (int playernum, bool freshbot);
// 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;
#endif