Skip to content
Snippets Groups Projects
Select Git revision
  • next default protected
  • movie
  • softcode-info
  • master protected
  • acs
  • spriteinfo-refactor
  • clipmidtex
  • custom-map-names
  • nogravity-trampolines
  • 2214-pre4
  • 2214-pre3
  • just-in-case
  • fix-opengl-parameter-crash
  • 2214-pre2
  • 2214-pre1
  • delfile2
  • cleanupmusic
  • gametype-refactor-1
  • extra-textures
  • optimize-storewallrange
  • SRB2_release_2.2.15
  • SRB2_release_2.2.13
  • SRB2_release_2.2.12
  • SRB2_release_2.2.11
  • SRB2_release_2.2.10
  • SRB2_release_2.2.9
  • SRB2_release_2.2.8
  • SRB2_release_2.2.7
  • SRB2_release_2.2.6
  • SRB2_release_2.2.5
  • SRB2_release_2.2.4
  • SRB2_release_2.2.3
  • SRB2_release_2.2.2
  • SRB2_release_2.2.1
  • SRB2_release_2.2.0
  • SRB2_release_2.1.25
  • SRB2_release_2.1.24
  • SRB2_release_2.1.23
  • SRB2_release_2.1.22
  • SRB2_release_2.1.21
40 results

g_state.h

Blame
  • g_state.h 1.71 KiB
    // SONIC ROBO BLAST 2
    //-----------------------------------------------------------------------------
    // Copyright (C) 1998-2000 by DooM Legacy Team.
    // Copyright (C) 1999-2023 by Sonic Team Junior.
    //
    // This program is free software distributed under the
    // terms of the GNU General Public License, version 2.
    // See the 'LICENSE' file for more details.
    //-----------------------------------------------------------------------------
    /// \file  g_state.h
    /// \brief SRB2 game states
    
    #ifndef __G_STATE__
    #define __G_STATE__
    
    #include "doomtype.h"
    
    // the current state of the game
    typedef enum
    {
    	GS_NULL = 0,        // At beginning.
    
    	// Fadable gamestates
    	GS_LEVEL,           // Playing, in a level.
    	GS_INTERMISSION,    // Gazing at the intermission screen.
    	GS_CONTINUING,      // continue screen
    
    	GS_TITLESCREEN,     // title screen
    	GS_TIMEATTACK,      // time attack menu
    
    	GS_CREDITS,         // credit sequence
    	GS_EVALUATION,      // Evaluation at the end of a game.
    	GS_GAMEEND,         // game end sequence - "did you get all those chaos emeralds?"
    
    	// Hardcoded fades or other fading methods
    	GS_INTRO,           // introduction
    	GS_ENDING,          // currently shared between bad and good endings
    	GS_CUTSCENE,        // custom cutscene
    
    	// Not fadable
    	GS_DEDICATEDSERVER, // new state for dedicated server
    	GS_WAITINGPLAYERS   // waiting for players in a net game
    } gamestate_t;
    
    typedef enum
    {
    	ga_nothing,
    	ga_completed,
    	ga_worlddone,
    	ga_startcont,
    	ga_continued,
    } gameaction_t;
    
    extern gamestate_t gamestate;
    extern UINT8 titlemapinaction;
    extern UINT8 ultimatemode;
    extern gameaction_t gameaction;
    
    extern INT32 pickedchar;
    
    extern boolean botingame;
    extern UINT8 botskin;
    extern UINT16 botcolor;
    
    #endif //__G_STATE__