raze-gles/source/duke3d/src/premap.h
Christoph Oelckers 2bc1708870 - removed the complete crosshair color hackery.
The code needs to be refactored anyway to allow better crosshair control but this also seemed to affect global render state, considering how poorly it was all implemented.
2020-01-18 16:14:31 +01:00

49 lines
1.6 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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.
*/
//-------------------------------------------------------------------------
#ifndef premap_h_
#define premap_h_
BEGIN_DUKE_NS
extern int32_t g_levelTextTime;
extern int32_t voting,vote_map,vote_episode;
void G_SetupFilenameBasedMusic(char *nameBuf, const char *fileName);
int G_EnterLevel(int gameMode);
int G_FindLevelByFile(const char *fileName);
void G_CacheMapData(void);
void G_FreeMapState(int levelNum);
void G_NewGame(int volumeNum, int levelNum, int skillNum);
void G_ResetTimers(bool saveMoveCnt);
void G_UpdateScreenArea(void);
void P_MoveToRandomSpawnPoint(int playerNum);
void P_ResetInventory(int playerNum);
void P_ResetMultiPlayer(int playerNum);
void P_ResetPlayer(int playerNum);
void P_ResetWeapons(int playerNum);
void G_ClearFIFO(void);
void G_ResetInterpolations(void);
int fragbarheight(void);
END_DUKE_NS
#endif