mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-16 04:30:38 +00:00
- eliminated a few smaller headers.
This commit is contained in:
parent
736f1461ca
commit
25e8636a60
25 changed files with 44 additions and 247 deletions
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@ -35,7 +35,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "sprite.h"
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#include "sprite.h"
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// temp - should be moved
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// temp - should be moved
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#include "ninja.h"
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#include "ai.h"
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#include "ai.h"
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#include "network.h"
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#include "network.h"
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@ -36,7 +36,6 @@ not load" error messages.
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#include "game.h"
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#include "game.h"
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#include "tags.h"
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#include "tags.h"
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#include "break.h"
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#include "break.h"
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#include "quake.h"
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#include "pal.h"
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#include "pal.h"
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#include "misc.h"
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#include "misc.h"
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#include "sounds.h"
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#include "sounds.h"
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@ -33,7 +33,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "names2.h"
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#include "names2.h"
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#include "panel.h"
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#include "panel.h"
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#include "game.h"
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#include "game.h"
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#include "quake.h"
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#include "jsector.h"
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#include "jsector.h"
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@ -46,7 +45,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "parent.h"
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#include "parent.h"
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#include "misc.h"
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#include "misc.h"
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#include "reserve.h"
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#include "menus.h"
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#include "menus.h"
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#include "interp.h"
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#include "interp.h"
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@ -58,7 +58,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "misc.h"
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#include "misc.h"
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#include "break.h"
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#include "break.h"
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#include "ninja.h"
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#include "light.h"
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#include "light.h"
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#include "misc.h"
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#include "misc.h"
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#include "jsector.h"
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#include "jsector.h"
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@ -77,7 +76,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "raze_sound.h"
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#include "raze_sound.h"
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#include "secrets.h"
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#include "secrets.h"
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#include "osdcmds.h"
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#include "screenjob.h"
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#include "screenjob.h"
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#include "inputstate.h"
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#include "inputstate.h"
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#include "gamestate.h"
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#include "gamestate.h"
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@ -43,7 +43,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "mytypes.h"
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#include "mytypes.h"
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#include "sounds.h"
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#include "sounds.h"
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#include "settings.h"
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#include "pragmas.h"
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#include "pragmas.h"
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#include "gamecvars.h"
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#include "gamecvars.h"
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#include "raze_sound.h"
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#include "raze_sound.h"
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@ -56,6 +55,23 @@ EXTERN_CVAR(Bool, sw_darts)
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BEGIN_SW_NS
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BEGIN_SW_NS
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typedef struct
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{
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// Net Options from Menus
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uint8_t NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn]
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uint8_t NetMonsters; // Cycle skill levels
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SWBOOL NetHurtTeammate; // Allow friendly kills
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SWBOOL NetSpawnMarkers; // Respawn markers on/off
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SWBOOL NetTeamPlay; // Team play
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uint8_t NetKillLimit; // Number of frags at which game ends
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uint8_t NetTimeLimit; // Limit time of game
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uint8_t NetColor; // Chosen color for player
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SWBOOL NetNuke;
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} GAME_SET, * GAME_SETp;
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extern const GAME_SET gs_defaults;
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extern GAME_SET gs;
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enum GameFunction_t
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enum GameFunction_t
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{
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{
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gamefunc_Move_Forward,
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gamefunc_Move_Forward,
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@ -98,6 +114,12 @@ enum
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{
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{
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DREALMSPAL = 1,
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DREALMSPAL = 1,
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THREED_REALMS_PIC = 2325,
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THREED_REALMS_PIC = 2325,
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MAXMIRRORS = 8,
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// This is just some, high, blank tile number not used
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// by real graphics to put the MAXMIRRORS mirrors in
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MIRRORLABEL = 6000,
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};
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};
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//#define SW_SHAREWARE 1 // This determines whether game is shareware compile or not!
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//#define SW_SHAREWARE 1 // This determines whether game is shareware compile or not!
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@ -2310,6 +2332,7 @@ void LoadSaveMsg(const char *msg);
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void UpdateStatusBar(ClockTicks arg);
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void UpdateStatusBar(ClockTicks arg);
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void InitFonts();
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void InitFonts();
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int32_t registerosdcommands(void);
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void registerinputcommands();
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void registerinputcommands();
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void SW_InitMultiPsky(void);
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void SW_InitMultiPsky(void);
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@ -37,7 +37,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "sector.h"
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#include "sector.h"
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#include "player.h"
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#include "player.h"
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#include "sprite.h"
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#include "sprite.h"
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#include "reserve.h"
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#include "jsector.h"
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#include "jsector.h"
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#include "jtags.h"
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#include "jtags.h"
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#include "lists.h"
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#include "lists.h"
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@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#ifndef JSECTOR_H
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#ifndef JSECTOR_H
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#define JSECTOR_H
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#define JSECTOR_H
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#include "reserve.h"
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BEGIN_SW_NS
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BEGIN_SW_NS
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@ -33,7 +33,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "misc.h"
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#include "misc.h"
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#include "tags.h"
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#include "tags.h"
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#include "break.h"
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#include "break.h"
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#include "quake.h"
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#include "network.h"
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#include "network.h"
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#include "pal.h"
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#include "pal.h"
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@ -74,4 +74,24 @@ void KeepActorOnFloor(short SpriteNum);
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int DoActorSlide(short SpriteNum);
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int DoActorSlide(short SpriteNum);
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int DoActorSectorDamage(short SpriteNum);
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int DoActorSectorDamage(short SpriteNum);
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int DoScaleSprite(short SpriteNum);
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int DoScaleSprite(short SpriteNum);
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void InitPlayerSprite(PLAYERp pp);
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void InitAllPlayerSprites(void);
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void PlayerPanelSetup(void);
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void PlayerDeathReset(PLAYERp pp);
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void SpawnPlayerUnderSprite(PLAYERp pp);
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void DoQuakeMatch(short match);
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void ProcessQuakeOn(void);
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void ProcessQuakeSpot(void);
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void QuakeViewChange(PLAYERp pp, int* z_diff, int* x_diff, int* y_diff, short* ang_diff);
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void DoQuake(PLAYERp pp);
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SWBOOL SetQuake(PLAYERp pp, short tics, short amt);
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int SetExpQuake(int16_t Weapon);
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int SetGunQuake(int16_t SpriteNum);
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int SetPlayerQuake(PLAYERp mpp);
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int SetNuclearQuake(int16_t Weapon);
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int SetSumoQuake(int16_t SpriteNum);
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int SetSumoFartQuake(int16_t SpriteNum);
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END_SW_NS
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END_SW_NS
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@ -32,7 +32,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "misc.h"
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#include "misc.h"
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#include "tags.h"
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#include "tags.h"
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#include "ai.h"
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#include "ai.h"
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#include "quake.h"
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#include "sector.h"
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#include "sector.h"
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#include "sprite.h"
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#include "sprite.h"
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@ -43,7 +43,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "network.h"
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#include "network.h"
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#include "weapon.h"
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#include "weapon.h"
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#include "misc.h"
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#include "misc.h"
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#include "ninja.h"
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#include "sprite.h"
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#include "sprite.h"
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BEGIN_SW_NS
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BEGIN_SW_NS
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@ -1,46 +0,0 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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.
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See the GNU General Public License for more details.
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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, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#ifndef NINJA_H
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#define NINJA_H
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BEGIN_SW_NS
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#define NINJA_NORMAL_SPEED 60
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#define NINJA_RUN_AWAY_SPEED 130
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#define NINJA_FIND_PLAYER_SPEED 100
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#define NINJA_CRAWL_SPEED 50
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#define NINJA_SWIM_SPEED 50
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void InitPlayerSprite(PLAYERp pp);
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void InitAllPlayerSprites(void);
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void PlayerPanelSetup(void);
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void PlayerDeathReset(PLAYERp pp);
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void SpawnPlayerUnderSprite(PLAYERp pp);
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END_SW_NS
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#endif
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@ -23,8 +23,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "ns.h" // Must come before everything else!
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#include "ns.h" // Must come before everything else!
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#include "osdcmds.h"
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#include "ns.h"
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#include "ns.h"
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#include "build.h"
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#include "build.h"
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@ -1,44 +0,0 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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Modified by Raze developers and contributors
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This file was part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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.
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See the GNU General Public License for more details.
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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, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef osdcmds_h_
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#define osdcmds_h_
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#include <inttypes.h>
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BEGIN_SW_NS
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struct osdcmd_cheatsinfo {
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int32_t cheatnum; // -1 = none, else = see DoCheats()
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int32_t volume,level;
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};
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int32_t registerosdcommands(void);
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extern const char *const ConsoleButtons[];
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END_SW_NS
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#endif // osdcmds_h_
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@ -35,7 +35,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "tags.h"
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#include "tags.h"
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#include "player.h"
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#include "player.h"
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#include "lists.h"
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#include "lists.h"
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#include "quake.h"
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#include "gamecontrol.h"
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#include "gamecontrol.h"
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@ -46,7 +45,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "sprite.h"
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#include "sprite.h"
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#include "weapon.h"
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#include "weapon.h"
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#include "ninja.h"
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#include "break.h"
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#include "break.h"
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#include "jsector.h"
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#include "jsector.h"
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#include "sector.h"
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#include "sector.h"
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@ -34,7 +34,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "game.h"
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#include "game.h"
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#include "tags.h"
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#include "tags.h"
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#include "break.h"
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#include "break.h"
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#include "quake.h"
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#include "sprite.h"
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#include "sprite.h"
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BEGIN_SW_NS
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BEGIN_SW_NS
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@ -1,41 +0,0 @@
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//-------------------------------------------------------------------------
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||||||
/*
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||||||
Copyright (C) 1997, 2005 - 3D Realms Entertainment
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|
||||||
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|
||||||
This file is part of Shadow Warrior version 1.2
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||||||
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|
||||||
Shadow Warrior 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 2
|
|
||||||
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, write to the Free Software
|
|
||||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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|
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|
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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BEGIN_SW_NS
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void DoQuakeMatch(short match);
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void ProcessQuakeOn(void);
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void ProcessQuakeSpot(void);
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void QuakeViewChange(PLAYERp pp, int *z_diff, int *x_diff, int *y_diff, short *ang_diff);
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void DoQuake(PLAYERp pp);
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SWBOOL SetQuake(PLAYERp pp, short tics, short amt);
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int SetExpQuake(int16_t Weapon);
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int SetGunQuake(int16_t SpriteNum);
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int SetPlayerQuake(PLAYERp mpp);
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int SetNuclearQuake(int16_t Weapon);
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int SetSumoQuake(int16_t SpriteNum);
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int SetSumoFartQuake(int16_t SpriteNum);
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END_SW_NS
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@ -1,45 +0,0 @@
|
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//-------------------------------------------------------------------------
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|
||||||
/*
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|
||||||
Copyright (C) 1997, 2005 - 3D Realms Entertainment
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|
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|
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This file is part of Shadow Warrior version 1.2
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|
|
||||||
Shadow Warrior 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 2
|
|
||||||
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, write to the Free Software
|
|
||||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
||||||
|
|
||||||
Original Source: 1997 - Frank Maddin and Jim Norwood
|
|
||||||
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|
||||||
*/
|
|
||||||
//-------------------------------------------------------------------------
|
|
||||||
|
|
||||||
#ifndef RESERVE_H
|
|
||||||
#define RESERVE_H
|
|
||||||
|
|
||||||
// This header is used for reserving tile space for programatic purposes
|
|
||||||
// MAXTILES is currently at 6144 in size - anything under this is ok
|
|
||||||
|
|
||||||
#define MAXMIRRORS 8
|
|
||||||
// This is just some, high, blank tile number not used
|
|
||||||
// by real graphics to put the MAXMIRRORS mirrors in
|
|
||||||
#define MIRRORLABEL 6000
|
|
||||||
|
|
||||||
#define TILT_TILE 6016
|
|
||||||
|
|
||||||
// save screen and tilt tile stuff
|
|
||||||
#define SAVE_SCREEN_TILE 6017
|
|
||||||
#define SAVE_SCREEN_XSIZE 160L
|
|
||||||
#define SAVE_SCREEN_YSIZE 100L
|
|
||||||
#endif
|
|
||||||
|
|
|
@ -41,7 +41,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
||||||
#include "network.h"
|
#include "network.h"
|
||||||
#include "jsector.h"
|
#include "jsector.h"
|
||||||
#include "parent.h"
|
#include "parent.h"
|
||||||
#include "reserve.h"
|
|
||||||
|
|
||||||
//#define FILE_TYPE 1
|
//#define FILE_TYPE 1
|
||||||
|
|
||||||
|
|
|
@ -33,7 +33,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
||||||
#include "tags.h"
|
#include "tags.h"
|
||||||
#include "sector.h"
|
#include "sector.h"
|
||||||
#include "player.h"
|
#include "player.h"
|
||||||
#include "quake.h"
|
|
||||||
#include "weapon.h"
|
#include "weapon.h"
|
||||||
#include "jtags.h"
|
#include "jtags.h"
|
||||||
|
|
||||||
|
|
|
@ -1,48 +0,0 @@
|
||||||
//-------------------------------------------------------------------------
|
|
||||||
/*
|
|
||||||
Copyright (C) 1997, 2005 - 3D Realms Entertainment
|
|
||||||
|
|
||||||
This file is part of Shadow Warrior version 1.2
|
|
||||||
|
|
||||||
Shadow Warrior 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 2
|
|
||||||
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, write to the Free Software
|
|
||||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
||||||
|
|
||||||
Original Source: 1997 - Frank Maddin and Jim Norwood
|
|
||||||
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|
||||||
*/
|
|
||||||
//-------------------------------------------------------------------------
|
|
||||||
#include "mytypes.h"
|
|
||||||
// Only ad to the end. These currently have to be in this order because of the
|
|
||||||
// way they are initilized.
|
|
||||||
BEGIN_SW_NS
|
|
||||||
|
|
||||||
typedef struct
|
|
||||||
{
|
|
||||||
// Net Options from Menus
|
|
||||||
uint8_t NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn]
|
|
||||||
uint8_t NetMonsters; // Cycle skill levels
|
|
||||||
SWBOOL NetHurtTeammate; // Allow friendly kills
|
|
||||||
SWBOOL NetSpawnMarkers; // Respawn markers on/off
|
|
||||||
SWBOOL NetTeamPlay; // Team play
|
|
||||||
uint8_t NetKillLimit; // Number of frags at which game ends
|
|
||||||
uint8_t NetTimeLimit; // Limit time of game
|
|
||||||
uint8_t NetColor; // Chosen color for player
|
|
||||||
SWBOOL NetNuke;
|
|
||||||
} GAME_SET, *GAME_SETp;
|
|
||||||
|
|
||||||
extern const GAME_SET gs_defaults;
|
|
||||||
extern GAME_SET gs;
|
|
||||||
|
|
||||||
END_SW_NS
|
|
|
@ -31,7 +31,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
||||||
#include "game.h"
|
#include "game.h"
|
||||||
#include "tags.h"
|
#include "tags.h"
|
||||||
#include "ai.h"
|
#include "ai.h"
|
||||||
#include "quake.h"
|
|
||||||
#include "misc.h"
|
#include "misc.h"
|
||||||
#include "weapon.h"
|
#include "weapon.h"
|
||||||
#include "sector.h"
|
#include "sector.h"
|
||||||
|
|
|
@ -32,7 +32,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
||||||
#include "game.h"
|
#include "game.h"
|
||||||
#include "tags.h"
|
#include "tags.h"
|
||||||
#include "break.h"
|
#include "break.h"
|
||||||
#include "quake.h"
|
|
||||||
#include "pal.h"
|
#include "pal.h"
|
||||||
#include "sprite.h"
|
#include "sprite.h"
|
||||||
|
|
||||||
|
|
|
@ -34,7 +34,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
||||||
#include "interpso.h"
|
#include "interpso.h"
|
||||||
#include "tags.h"
|
#include "tags.h"
|
||||||
#include "break.h"
|
#include "break.h"
|
||||||
#include "quake.h"
|
|
||||||
#include "network.h"
|
#include "network.h"
|
||||||
#include "pal.h"
|
#include "pal.h"
|
||||||
|
|
||||||
|
|
|
@ -31,7 +31,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
||||||
#include "game.h"
|
#include "game.h"
|
||||||
#include "tags.h"
|
#include "tags.h"
|
||||||
#include "ai.h"
|
#include "ai.h"
|
||||||
#include "quake.h"
|
|
||||||
#include "misc.h"
|
#include "misc.h"
|
||||||
#include "gamecontrol.h"
|
#include "gamecontrol.h"
|
||||||
#include "mapinfo.h"
|
#include "mapinfo.h"
|
||||||
|
|
Loading…
Reference in a new issue