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c1786001b2
This is to avoid problems with the main loop not calling Ticker and Render in sync.
46 lines
1.5 KiB
C
46 lines
1.5 KiB
C
#pragma once
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// The current state of the game: whether we are
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// playing, gazing at the intermission screen,
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// the game final animation, or a demo.
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enum gamestate_t : int
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{
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GS_LEVEL,
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GS_INTRO,
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GS_INTERMISSION,
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GS_FINALE,
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GS_MENUSCREEN,
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GS_FULLCONSOLE, // [RH] Fullscreen console
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GS_HIDECONSOLE, // [RH] The menu just did something that should hide fs console
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GS_STARTUP, // [RH] Console is fullscreen, and game is just starting
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GS_TITLELEVEL, // [RH] A combination of GS_LEVEL and GS_MENUSCREEN
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GS_FORCEWIPE = -1,
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GS_FORCEWIPEFADE = -2,
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GS_FORCEWIPEBURN = -3,
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GS_FORCEWIPEMELT = -4
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};
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enum gameaction_t : int
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{
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ga_nothing,
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ga_level, // Switch to play mode without any initialization
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ga_intro,
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ga_intermission,
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ga_startup, // go back to intro after uninitializing the game state
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ga_mainmenu, // go back to main menu after uninitializing the game state
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ga_mainmenunostopsound, // Same but doesn't stop playing sounds.
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ga_creditsmenu, // go to the credits menu after uninitializing the game state
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ga_newgame, // start a new game
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ga_recordgame, // start a new demo recording (later)
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ga_loadgame, // load a savegame and resume play.
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ga_loadgameplaydemo, // load a savegame and play a demo.
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ga_autoloadgame, // load last autosave and resume play.
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ga_savegame, // save the game
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ga_autosave, // autosave the game (for triggering a save from within the game.)
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ga_completed, // Level was exited.
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ga_nextlevel // Actually start the next level.
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};
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extern gamestate_t gamestate;
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extern gameaction_t gameaction;
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