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level.qc
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level.qc
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//
// this structure is cleared as each map is entered
// it is read/written to the level.sav file for savegames
//
API_FUNC struct
{
int framenum;
float time;
string level_name; // the descriptive name (Outer Base, etc)
string mapname; // the server name (base1, etc)
string nextmap; // go here when fraglimit is hit
// intermission state
int intermission_framenum; // time the intermission was started
string changemap;
int exitintermission;
vector intermission_origin;
vector intermission_angle;
int pic_health;
#ifdef SINGLE_PLAYER
entity sight_client; // changed once each frame for coop games
entity sight_entity;
int sight_entity_framenum;
entity sound_entity;
int sound_entity_framenum;
entity sound2_entity;
int sound2_entity_framenum;
int total_secrets;
int found_secrets;
int total_goals;
int found_goals;
int total_monsters;
int killed_monsters;
int power_cubes; // ugly necessity for coop
#ifdef GROUND_ZERO
entity disguise_violator;
int disguise_violation_framenum;
#endif
#endif
entity current_entity; // entity running from G_RunFrame
int body_que; // dead bodies
} level;