raze/source/games/duke/src/zz_global.cpp

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//-------------------------------------------------------------------------
/*
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.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#define global_c_
#include "global.h"
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#include "duke3d.h"
BEGIN_DUKE_NS
user_defs ud;
char g_gametypeNames[MAXGAMETYPES][33]
= { "DukeMatch (Spawn)", "Cooperative Play", "DukeMatch (No Spawn)", "Team DM (Spawn)", "Team DM (No Spawn)" };
float g_gameUpdateAvgTime = -1.f;
int32_t respawnactortime = 768;
int32_t bouncemineblastradius = 2500;
int32_t respawnitemtime = 768;
int32_t g_morterRadius = 2500;
int32_t numfreezebounces = 3;
int32_t g_gametypeCnt = 5;
int32_t g_volumeCnt = 3;
int32_t g_pipebombRadius = 2500;
int32_t dukefriction = 0xCFD0;
int32_t rpgblastradius = 1780;
int32_t g_scriptSize = 1048576;
int32_t g_seenineRadius = 2048;
int32_t g_shrinkerRadius = 650;
int32_t g_spriteGravity = 176;
int32_t g_timerTicsPerSecond = TICRATE;
int32_t g_tripbombRadius = 3880;
int32_t g_cdTrack = -1;
uint16_t frags[MAXPLAYERS][MAXPLAYERS];
input_t sync[MAXPLAYERS];
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int16_t weaponsandammosprites[15];
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TileInfo tileinfo[MAXTILES]; // This is not from EDuke32.
int levelTextTime; // must be serialized
int rtsplaying; // must be serialized
int otherp; // MP only
bool sound445done; // this was local state inside a function, but this must be maintained globally and serialized
int16_t max_ammo_amount[MAX_WEAPONS];
int32_t spriteqamount = 64;
uint8_t shadedsector[MAXSECTORS];
int32_t cameradist = 0, cameraclock = 0;
int32_t g_Shareware = 0;
int32_t tempwallptr;
int32_t actor_tog;
weaponhit hittype[MAXSPRITES];
ActorInfo actorinfo[MAXTILES];
player_struct ps[MAXPLAYERS];
int32_t PHEIGHT = PHEIGHT_DUKE;
int32_t lastvisinc;
END_DUKE_NS