void RestoreGlobalState( SAVERESTOREDATA *pSaveData ) { CRestore restoreHelper( pSaveData ); gGlobalState.Restore( restoreHelper ); }
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 }
void SaveGlobalState( SAVERESTOREDATA *pSaveData ) { CSave saveHelper( pSaveData ); gGlobalState.Save( saveHelper ); }
const char *GlobalEntity_GetName( int globalIndex ) { return gGlobalState.GetName( globalIndex ); }
int GlobalEntity_GetNumGlobals( void ) { return gGlobalState.GetNumGlobals(); }
int GlobalEntity_GetIndex( const char *pGlobalname ) { return gGlobalState.GetIndex( pGlobalname ); }
GLOBALESTATE GlobalEntity_GetState( int globalIndex ) { return gGlobalState.GetState( globalIndex ); }
void GlobalEntity_SetMap( int globalIndex, string_t mapname ) { gGlobalState.SetMap( globalIndex, mapname ); }
int GlobalEntity_Add( const char *pGlobalname, const char *pMapName, GLOBALESTATE state ) { return gGlobalState.AddEntity( pGlobalname, pMapName, state ); }
void GlobalEntity_EnableStateUpdates( bool bEnable ) { gGlobalState.EnableStateUpdates( bEnable ); }
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 ); }