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dc1f5f0220
- When loading a game from the menu, do not hide the fullscreen console until we know we can load the save. Otherwise, the gamestate goes invalid if the save is no good. SVN r3187 (trunk)
92 lines
2.2 KiB
C++
92 lines
2.2 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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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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struct PNGHandle;
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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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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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FString G_BuildSaveName (const char *prefix, int slot);
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struct PNGHandle;
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bool G_CheckSaveGameWads (PNGHandle *png, 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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// 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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#endif
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