raze/source/blood/src/globals.cpp
Christoph Oelckers b2f794bde5 - cache QAVs outside the file system as well.
- delete some voxel code that's software rendering only.
- apply Big Endian byte swapping for SFXs, as well, now that this no longer involves hacking the file system cache.
2020-07-27 19:37:02 +02:00

62 lines
1.6 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood 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!
#include <stdlib.h>
#include "compat.h"
#include "build.h"
#include "common_game.h"
#include "globals.h"
BEGIN_BLD_NS
bool bVanilla = false;
ClockTicks gFrameClock;
ClockTicks gFrameTicks;
int gFrame;
//int volatile gGameClock;
int gFrameRate;
static const char *_module;
static int _line;
void _SetErrorLoc(const char *pzFile, int nLine)
{
_module = pzFile;
_line = nLine;
}
// by NoOne: show warning msgs in game instead of throwing errors (in some cases)
void _consoleSysMsg(const char* pzFormat, ...) {
char buffer[1024];
va_list args;
va_start(args, pzFormat);
vsprintf(buffer, pzFormat, args);
Printf(TEXTCOLOR_RED "%s(%i): %s\n", _module, _line, buffer);
}
END_BLD_NS