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    int32_t m_respawn_items,m_respawn_monsters,m_respawn_inventory,m_recstat,m_monsters_off,detail;
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    int32_t m_respawn_items,m_respawn_monsters,m_respawn_inventory,m_recstat,m_monsters_off,detail;
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    int32_t m_ffire,ffire,m_player_skill,m_level_number,m_volume_number,multimode;
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    int32_t m_ffire,ffire,m_player_skill,m_level_number,m_volume_number,multimode;
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    int32_t player_skill,level_number,volume_number,m_marker,marker,mouseflip;
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    int32_t player_skill,level_number,volume_number,m_marker,marker,mouseflip;
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    vec2_t m_origin;
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    vec2_t m_origin;
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    int32_t playerbest;
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    int32_t configversion;
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    int32_t configversion;
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#if !defined LUNATIC
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#if !defined LUNATIC
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    int16_t cameraang, camerasect, camerahoriz;
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    int16_t cameraang, camerasect, camerahoriz;
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#endif
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#endif
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void A_SpawnGlass(int32_t i,int32_t n);
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void A_SpawnGlass(int32_t i,int32_t n);
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void A_SpawnRandomGlass(int32_t i,int32_t wallnum,int32_t n);
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void A_SpawnRandomGlass(int32_t i,int32_t wallnum,int32_t n);
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void A_SpawnWallGlass(int32_t i,int32_t wallnum,int32_t n);
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void A_SpawnWallGlass(int32_t i,int32_t wallnum,int32_t n);
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void G_AddUserQuote(const char *daquote);
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void G_AddUserQuote(const char *daquote);
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void G_BackToMenu(void);
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void G_BackToMenu(void);
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const char* G_PrintYourTime(void);
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const char* G_PrintParTime(void);
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const char* G_PrintDesignerTime(void);
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const char* G_PrintBestTime(void);
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void G_BonusScreen(int32_t bonusonly);
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void G_BonusScreen(int32_t bonusonly);
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//void G_CheatGetInv(void);
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//void G_CheatGetInv(void);
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void G_DisplayRest(int32_t smoothratio);
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void G_DisplayRest(int32_t smoothratio);
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void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoothratio);
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void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoothratio);
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void G_DrawBackground(void);
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void G_DrawBackground(void);