Minor SW cleanup: Have a single declaration of

GamePaused within game.h. Do the same with ReloadPrompt.
This commit is contained in:
NY00123 2020-04-17 17:31:23 +03:00 committed by Christoph Oelckers
parent 5a0e54b63e
commit 8d748c19e4
7 changed files with 5 additions and 14 deletions

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@ -181,7 +181,6 @@ short HelpPage = 0;
short HelpPagePic[] = { 5115, 5116, 5117 };
SWBOOL InputMode = FALSE;
SWBOOL MessageInput = FALSE;
extern SWBOOL GamePaused;
short screenpeek = 0;
SWBOOL NoDemoStartup = FALSE;
SWBOOL FirstTimeIntoGame;
@ -2989,13 +2988,11 @@ FunctionKeys(PLAYERp pp)
}
}
}
}
void PauseKey(PLAYERp pp)
{
extern SWBOOL GamePaused,CheatInputMode;
extern SWBOOL CheatInputMode;
if (inputState.GetKeyStatus(sc_Pause) && !CommEnabled && !InputMode && !M_Active() && !CheatInputMode && !ConPanel)
{

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@ -2315,6 +2315,8 @@ extern char ds[];
extern short Skill;
extern int GodMode;
extern SWBOOL ReloadPrompt;
extern int x_min_bound, y_min_bound, x_max_bound, y_max_bound;
//extern unsigned char synctics, lastsynctics;
@ -2381,6 +2383,7 @@ void sendlogoff(void);
extern int ototalclock, save_totalclock, gotlastpacketclock,smoothratio;
extern SWBOOL ready2send;
extern SWBOOL GamePaused;
// local copy of variables updated by faketimerhandler
extern int locselectedgun;

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@ -6224,8 +6224,6 @@ pChopsShake(PANEL_SPRITEp psp)
void
pChopsWait(PANEL_SPRITEp psp)
{
//extern SWBOOL GamePaused;
//if (!GamePaused && RANDOM_P2(1024) < 10)
if (RANDOM_P2(1024) < 10)
{

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@ -7803,7 +7803,6 @@ void PauseMultiPlay(void)
static SWBOOL SavePrediction;
PLAYERp pp;
short pnum,p;
extern SWBOOL GamePaused;
// check for pause of multi-play game
TRAVERSE_CONNECT(pnum)
@ -7858,10 +7857,9 @@ domovethings(void)
extern SWBOOL DebugActorFreeze;
extern int PlayClock;
short i, pnum;
extern SWBOOL GamePaused;
PLAYERp pp;
extern unsigned int MoveThingsCount;
extern SWBOOL ReloadPrompt;
extern int FinishTimer;

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@ -56,8 +56,6 @@ int predictmovefifoplc;
void DoPlayerSectorUpdatePreMove(PLAYERp);
void DoPlayerSectorUpdatePostMove(PLAYERp);
extern SWBOOL GamePaused;
#define PREDICT_DEBUG 0
#if PREDICT_DEBUG

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@ -53,8 +53,6 @@ BEGIN_SW_NS
// only for timed quakes
#define QUAKE_WaitForTrigger(sp) (TEST_BOOL3(sp))
extern SWBOOL GamePaused;
short CopyQuakeSpotToOn(SPRITEp sp)
{
short New;

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@ -38,7 +38,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
extern short NormalVisibility; // player.c
extern SWBOOL GamePaused;
#define VIS_VisCur(sp) (SP_TAG2(sp))
#define VIS_VisDir(sp) (SP_TAG3(sp))