// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Duh. // //----------------------------------------------------------------------------- #ifndef __G_GAME__ #define __G_GAME__ #include "doomdef.h" #include "d_event.h" // // GAME // void G_DeathMatchSpawnPlayer(int playernum); void G_InitNew(skill_t skill, int episode, int map); // 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, int episode, int map); void G_DeferedPlayDemo(char* demo); // Can be called by the startup code or M_Responder, // calls P_SetupLevel or W_EnterWorld. void G_LoadGame(char* name); void G_DoLoadGame(void); // Called by M_Responder. void G_SaveGame(int slot, char* description); // Only called by startup code. void G_RecordDemo(char* name); void G_BeginRecording(void); void G_TimeDemo(char* name); doom_boolean G_CheckDemoStatus(void); void G_ExitLevel(void); void G_SecretExitLevel(void); void G_WorldDone(void); void G_Ticker(void); doom_boolean G_Responder(event_t* ev); void G_ScreenShot(void); #endif //----------------------------------------------------------------------------- // // $Log:$ // //-----------------------------------------------------------------------------