/* ================== ResumeGame ================== */ void ResumeGame() { if ( levelHasBeenLoaded && !demoplayback ) { // return to the already started game iphoneResumeMusic(); drawWeaponSelect = false; weaponSelected = -1; automapmode = 0; advancedemo = false; menuState = IPM_GAME; lastState = IPM_GAME; return; } if ( !playState.saveGameIsValid || !G_SaveGameValid() ) { // they hit "resume game" on the first app lounch, so just start E1M1 mapStart_t map; map.skill = 1; map.episode = 1; map.map = 1; StartSinglePlayerGame( map ); lastState = IPM_GAME; } else { StartSaveGame(); lastState = IPM_GAME; } }
void StartNewGame(){ hge->Effect_Play(clicksound); //This only gets called once, the method is in SinglePlayerGame.h, it changes the engines render and frame function StartSinglePlayerGame(hge); }
/* =================== iphoneStartMenu =================== */ void iphoneStartMenu() { mapStart_t map; if ( !iphoneMapSelectMenu( &map ) ) { return; } if ( map.map == -1 ) { // hit the back button menuState = IPM_MAIN; return; } StartSinglePlayerGame( map ); }
static void StartSinglePlayerGame_Mental(void) { _pShell->SetINDEX("gam_iStartDifficulty", CSessionProperties::GD_EXTREME + 1); _pShell->SetINDEX("gam_iStartMode", CSessionProperties::GM_COOPERATIVE); StartSinglePlayerGame(); }
static void StartSinglePlayerGame_Hard(void) { _pShell->SetINDEX("gam_iStartDifficulty", CSessionProperties::GD_HARD); _pShell->SetINDEX("gam_iStartMode", CSessionProperties::GM_COOPERATIVE); StartSinglePlayerGame(); }