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493525a58e
This had discrepancies between the game modules so now all use the same code to save the common engine state.
68 lines
1.7 KiB
C++
68 lines
1.7 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood 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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#include "ns.h" // Must come before everything else!
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#include "baselayer.h"
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#include "common_game.h"
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#include "build.h"
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#include "hash.h"
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#include "baselayer.h"
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#include "gamecontrol.h"
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#include "blood.h"
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#include "config.h"
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#include "globals.h"
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#include "screen.h"
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#include "sound.h"
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#include "tile.h"
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#include "view.h"
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// we load this in to get default button and key assignments
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// as well as setting up function mappings
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BEGIN_BLD_NS
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int32_t gTurnSpeed = 92;
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int32_t gDetail = 4;
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int32_t cl_weaponswitch;
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int32_t gFollowMap = 1;
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int32_t gOverlayMap = 0;
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int32_t gRotateMap = 0;
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int32_t gMessageCount = 4;
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int32_t gMessageTime = 5;
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int32_t gMessageFont = 0;
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int32_t gMouseSensitivity;
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bool gNoClip;
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bool gInfiniteAmmo;
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bool gFullMap;
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int32_t gDeliriumBlur = 1;
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//////////
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int gWeaponsV10x;
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/////////
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END_BLD_NS
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