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e5aa6c5df0
Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.
51 lines
1.7 KiB
C
51 lines
1.7 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is 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 premap_h_
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#define premap_h_
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BEGIN_DUKE_NS
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extern int32_t g_levelTextTime;
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extern int32_t voting,vote_map,vote_episode;
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extern palette_t CrosshairColors;
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void G_SetupFilenameBasedMusic(char *nameBuf, const char *fileName);
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int G_EnterLevel(int gameMode);
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int G_FindLevelByFile(const char *fileName);
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void G_CacheMapData(void);
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void G_FreeMapState(int levelNum);
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void G_NewGame(int volumeNum, int levelNum, int skillNum);
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void G_ResetTimers(bool saveMoveCnt);
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void G_SetCrosshairColor(int32_t r,int32_t g,int32_t b);
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void G_UpdateScreenArea(void);
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void P_MoveToRandomSpawnPoint(int playerNum);
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void P_ResetInventory(int playerNum);
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void P_ResetMultiPlayer(int playerNum);
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void P_ResetPlayer(int playerNum);
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void P_ResetWeapons(int playerNum);
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void G_ClearFIFO(void);
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void G_ResetInterpolations(void);
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int fragbarheight(void);
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END_DUKE_NS
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#endif
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