enum EGameType { GAMEFLAG_DUKE = 0x00000001, GAMEFLAG_NAM = 0x00000002, GAMEFLAG_NAPALM = 0x00000004, GAMEFLAG_WW2GI = 0x00000008, GAMEFLAG_ADDON = 0x00000010, GAMEFLAG_SHAREWARE = 0x00000020, GAMEFLAG_DUKEBETA = 0x00000060, // includes 0x20 since it's a shareware beta GAMEFLAG_PLUTOPAK = 0x00000080, GAMEFLAG_RR = 0x00000100, GAMEFLAG_RRRA = 0x00000200, GAMEFLAG_RRALL = GAMEFLAG_RR | GAMEFLAG_RRRA, GAMEFLAG_BLOOD = 0x00000800, GAMEFLAG_SW = 0x00001000, GAMEFLAG_POWERSLAVE = 0x00002000, GAMEFLAG_EXHUMED = 0x00004000, GAMEFLAG_PSEXHUMED = GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED, // the two games really are the same, except for the name and the publisher. GAMEFLAG_WORLDTOUR = 0x00008000, GAMEFLAG_DUKEDC = 0x00010000, GAMEFLAGMASK = 0x0000FFFF, // flags allowed from grpinfo // We still need these for the parsers. GAMEFLAG_FURY = 0, GAMEFLAG_DEER = 0, }; struct Build { static int calcSinTableValue(int ang) { return int(16384 * sin((360./2048) * ang)); } native static Color shadeToLight(int shade); } /* struct TileFiles { native static TextureID GetTexture(int tile, bool animate = false); } */ class RazeMenuDelegate : MenuDelegateBase { // Todo: Fix this so that it can be done outside the games' sound modules. native override void PlaySound(name sname); // This is native for security reasons. Having a script call to open the console could be subject to abuse. native override void MenuDismissed(); } // dummy definitions for the status bar. We need them to create the class descriptors class BaseStatusBar : StatusBarCore native {} class BloodStatusBar : BaseStatusBar native {} class DukeCommonStatusBar : BaseStatusBar native {} class DukeStatusBar : DukeCommonStatusBar native {} class RedneckStatusBar : DukeCommonStatusBar native {} class ExhumedStatusBar : BaseStatusBar native {} class SWStatusBar : BaseStatusBar native {}