mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
6a10a7f266
It will no longer depend on the game state when the menu was opened but the current game state - only on the dedicated menu screen there's no dimming - everywhere else a dim gets applied. Also renamed GS_DEMOSCREEN to GS_MENUSCREEN for clarity
24 lines
639 B
C
24 lines
639 B
C
#pragma once
|
|
|
|
// The current state of the game: whether we are
|
|
// playing, gazing at the intermission screen,
|
|
// the game final animation, or a demo.
|
|
enum gamestate_t : int
|
|
{
|
|
GS_LEVEL,
|
|
GS_INTRO,
|
|
GS_INTERMISSION,
|
|
GS_FINALE,
|
|
GS_MENUSCREEN,
|
|
GS_FULLCONSOLE, // [RH] Fullscreen console
|
|
GS_HIDECONSOLE, // [RH] The menu just did something that should hide fs console
|
|
GS_STARTUP, // [RH] Console is fullscreen, and game is just starting
|
|
GS_TITLELEVEL, // [RH] A combination of GS_LEVEL and GS_MENUSCREEN
|
|
|
|
GS_FORCEWIPE = -1,
|
|
GS_FORCEWIPEFADE = -2,
|
|
GS_FORCEWIPEBURN = -3,
|
|
GS_FORCEWIPEMELT = -4
|
|
};
|
|
|
|
extern gamestate_t gamestate;
|