- moved a few global variables around so that they don't get lost for handling savegames or a global state reset.

This commit is contained in:
Christoph Oelckers 2020-07-18 13:38:16 +02:00
parent 36d61fc662
commit d88ae50923
6 changed files with 6 additions and 7 deletions

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@ -47,8 +47,6 @@ This file is a combination of code from the following sources:
BEGIN_DUKE_NS
int otherp;
int adjustfall(spritetype* s, int c);

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@ -74,6 +74,7 @@ extern int32_t otherp;
extern ActorInfo actorinfo[MAXTILES];
extern weaponhit hittype[MAXSPRITES];
extern bool sound445done;
#endif

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@ -46,7 +46,6 @@ BEGIN_DUKE_NS
FFont* IndexFont;
FFont* DigiFont;
int rtsplaying;
//---------------------------------------------------------------------------
//

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@ -41,8 +41,6 @@ source as it is released.
#include "texturemanager.h"
BEGIN_DUKE_NS
int levelTextTime;
//==========================================================================
//
// very much a dummy to access the methods.

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@ -35,8 +35,6 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
// PRIMITIVE
BEGIN_DUKE_NS
static bool sound445done; // what is this supposed to do? Looks broken.
//---------------------------------------------------------------------------
//
//

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@ -46,6 +46,11 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_DUKE_NS
int levelTextTime; // must be serialized
int rtsplaying; // must be serialized
int otherp; // MP only
bool sound445done; // this was local state inside a function, but this must be maintained globally and serialized
int16_t max_ammo_amount[MAX_WEAPONS];
int32_t spriteqamount = 64;