Exemple #1
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void RestoreGlobalState( SAVERESTOREDATA *pSaveData )
{
	CRestore restoreHelper( pSaveData );
	gGlobalState.Restore( restoreHelper );
}
Exemple #2
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void ResetGlobalState( void )
{
	gGlobalState.ClearStates();
	gInitHUD = TRUE;	// Init the HUD on a new game / load game
	g_iPlayersPerTeam = 0;
}
void ResetGlobalState( void )
{
	gGlobalState.ClearStates();
	gInitHUD = TRUE;	// Init the HUD on a new game / load game
}
Exemple #4
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void SaveGlobalState( SAVERESTOREDATA *pSaveData )
{
	CSave saveHelper( pSaveData );
	gGlobalState.Save( saveHelper );
}
Exemple #5
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const char *GlobalEntity_GetName( int globalIndex )
{
	return gGlobalState.GetName( globalIndex );
}
Exemple #6
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int GlobalEntity_GetNumGlobals( void )
{
	return gGlobalState.GetNumGlobals();
}
Exemple #7
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int GlobalEntity_GetIndex( const char *pGlobalname )
{
	return gGlobalState.GetIndex( pGlobalname );
}
Exemple #8
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GLOBALESTATE GlobalEntity_GetState( int globalIndex )
{
	return gGlobalState.GetState( globalIndex );
}
Exemple #9
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void GlobalEntity_SetMap( int globalIndex, string_t mapname )
{
	gGlobalState.SetMap( globalIndex, mapname );
}
Exemple #10
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int GlobalEntity_Add( const char *pGlobalname, const char *pMapName, GLOBALESTATE state )
{
	return gGlobalState.AddEntity( pGlobalname, pMapName, state );
}
Exemple #11
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void GlobalEntity_EnableStateUpdates( bool bEnable )
{
	gGlobalState.EnableStateUpdates( bEnable );
}
Exemple #12
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void GlobalEntity_SetState( int globalIndex, GLOBALESTATE state )
{
	gGlobalState.SetState( globalIndex, state );
}
int GlobalEntity_GetCounter( int globalIndex )
{
	return gGlobalState.GetCounter( globalIndex );
}
int GlobalEntity_AddToCounter( int globalIndex, int delta )
{
	return gGlobalState.AddToCounter( globalIndex, delta );
}
void GlobalEntity_SetCounter( int globalIndex, int counter )
{
	gGlobalState.SetCounter( globalIndex, counter );
}