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g_game.h
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// g_game.h :
#ifndef __G_GAME__
#define __G_GAME__
#include "doomdef.h"
#include "doomstat.h"
#include "d_event.h"
//added:11-02-98: yeah now you can change it!
// changed to 2d array 19990220 by Kin
extern char player_names[MAXPLAYERS][MAXPLAYERNAME];
extern char* team_names[];
extern boolean nomonsters; // checkparm of -nomonsters
extern boolean respawnparm; // checkparm of -respawn
extern boolean fastparm; // checkparm of -fast
extern player_t players[MAXPLAYERS];
extern boolean playeringame[MAXPLAYERS];
// ======================================
// DEMO playback/recording related stuff.
// ======================================
extern boolean usergame;
// demoplaying back and demo recording
extern boolean demoplayback;
extern boolean demorecording;
extern boolean timingdemo; // timedemo
// Quit after playing a demo from cmdline.
extern boolean singledemo;
extern ULONG levelstarttic; // gametic at level start
// used in game menu
extern consvar_t cv_crosshair;
extern consvar_t cv_autorun;
extern consvar_t cv_invertmouse;
extern consvar_t cv_alwaysfreelook;
extern consvar_t cv_showmessages;
extern consvar_t cv_fastmonsters;
// build an internal map name ExMx MAPxx from episode,map numbers
char* G_BuildMapName (int episode, int map);
void G_BuildTiccmd (ticcmd_t* cmd, int realtics);
void G_BuildTiccmd2(ticcmd_t* cmd, int realtics);
//added:22-02-98: clip the console player aiming to the view
short G_ClipAimingPitch (int* aiming);
extern angle_t localangle,localangle2;
extern int localaiming,localaiming2; // should be a angle_t but signed
//
// GAME
//
void G_DoReborn (int playernum);
boolean G_DeathMatchSpawnPlayer (int playernum);
void G_CoopSpawnPlayer (int playernum);
void G_PlayerReborn (int player);
void G_InitNew (skill_t skill, char* mapname);
// Can be called by the startup code or M_Responder.
// A normal game starts at map 1,
// but a warp test can start elsewhere
void G_DeferedInitNew (skill_t skill, char* mapname);
void G_DeferedPlayDemo (char* demo);
// Can be called by the startup code or M_Responder,
// calls P_SetupLevel or W_EnterWorld.
void G_LoadGame (int slot);
void G_DoLoadGame (int slot);
// Called by M_Responder.
void G_DoSaveGame(int slot, char* description);
void G_SaveGame (int slot, char* description);
// Only called by startup code.
void G_RecordDemo (char* name);
void G_BeginRecording (void);
void G_PlayDemo (char* name);
void G_TimeDemo (char* name);
void G_StopDemo(void);
boolean G_CheckDemoStatus (void);
void G_ExitLevel (void);
void G_SecretExitLevel (void);
void G_WorldDone (void);
//added:12-02-98: init new features of Doom LEGACY by default
void G_InitNewFeatures (void);
void G_Ticker (void);
boolean G_Responder (event_t* ev);
void G_ScreenShot (void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------