raze/source/rr/src/premap.h
Christoph Oelckers e5aa6c5df0 - refactored the HUD scaling into something manageable.
Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.
2019-10-22 23:31:46 +02:00

55 lines
1.8 KiB
C

//-------------------------------------------------------------------------
/*
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.
*/
//-------------------------------------------------------------------------
#ifndef premap_h_
#define premap_h_
BEGIN_RR_NS
extern int16_t g_ambientLotag[64];
extern int16_t g_ambientHitag[64];
extern int32_t g_levelTextTime;
extern int32_t voting,vote_map,vote_episode;
extern palette_t CrosshairColors;
void G_SetupFilenameBasedMusic(char *nameBuf, const char *fileName, int levelNum);
int G_EnterLevel(int gameMode);
int G_FindLevelByFile(const char *fileName);
void G_CacheMapData(void);
void G_FreeMapState(int levelNum);
void G_NewGame(int volumeNum, int levelNum, int skillNum);
void G_ResetTimers(uint8_t keepgtics);
void G_SetCrosshairColor(int32_t r,int32_t g,int32_t b);
void G_UpdateScreenArea(void);
void P_RandomSpawnPoint(int playerNum);
void P_ResetInventory(int playerNum);
void P_ResetPlayer(int playerNum);
void P_ResetStatus(int playerNum);
void P_ResetWeapons(int playerNum);
void G_ClearFIFO(void);
void G_ResetInterpolations(void);
extern int32_t fragbarheight(void);
void G_SetFog(int fogtype);
void G_InitRRRASkies(void);
END_RR_NS
#endif