/
_gamesta.txt
executable file
·649 lines (649 loc) · 39.4 KB
/
_gamesta.txt
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-------------------------------------------------------------------------------
./qkeen.sh start
-------------------------------------------------------------------------------
16/keen/id_us.c:// US_CheckHighScore() - Checks gamestate to see if the just-ended game
16/keen/kd_act1.c: if ( (ob->temp3+=tics) >= flowertime[gamestate.difficulty])
16/keen/kd_demo.c: gamestate.worldx = 0; // spawn keen at starting spot
16/keen/kd_demo.c: gamestate.mapon = 0;
16/keen/kd_demo.c: gamestate.score = 0;
16/keen/kd_demo.c: gamestate.nextextra = 20000;
16/keen/kd_demo.c: gamestate.lives = 3;
16/keen/kd_demo.c: gamestate.flowerpowers = gamestate.boobusbombs = 0;
16/keen/kd_demo.c: gamestate.leveldone[i] = false;
16/keen/kd_demo.c: US_PrintUnsigned(gamestate.lives);
16/keen/kd_demo.c: US_PrintUnsigned(gamestate.boobusbombs);
16/keen/kd_demo.c: US_PrintUnsigned(gamestate.nextextra);
16/keen/kd_demo.c: US_PrintUnsigned(gamestate.keys);
16/keen/kd_demo.c: if (!CA_FarWrite(file,(void far *)&gamestate,sizeof(gamestate)))
16/keen/kd_demo.c: if (!CA_FarRead(file,(void far *)&gamestate,sizeof(gamestate)))
16/keen/kd_demo.c: gamestate.mapon = tedlevelnum;
16/keen/kd_keen.c: if ((gamestate.score>>16) != ob->temp1
16/keen/kd_keen.c: || (unsigned)gamestate.score != ob->temp2 )
16/keen/kd_keen.c: ltoa (gamestate.score,str,10);
16/keen/kd_keen.c: ob->temp1 = gamestate.score>>16;
16/keen/kd_keen.c: ob->temp2 = gamestate.score;
16/keen/kd_keen.c: number = gamestate.boobusbombs;
16/keen/kd_keen.c: number = gamestate.flowerpowers;
16/keen/kd_keen.c: ob->temp3 = gamestate.flowerpowers;
16/keen/kd_keen.c: if (gamestate.lives != ob->temp4)
16/keen/kd_keen.c: if (gamestate.lives>9)
16/keen/kd_keen.c: MemDrawChar (gamestate.lives +1,dest,width,planesize);
16/keen/kd_keen.c: ob->temp4 = gamestate.lives;
16/keen/kd_keen.c: if (!gamestate.boobusbombs)
16/keen/kd_keen.c: gamestate.bombsthislevel--;
16/keen/kd_keen.c: gamestate.boobusbombs--;
16/keen/kd_keen.c: if (!gamestate.flowerpowers)
16/keen/kd_keen.c: gamestate.flowerpowers--;
16/keen/kd_keen.c: if (!gamestate.worldx)
16/keen/kd_keen.c: player->x = gamestate.worldx;
16/keen/kd_keen.c: player->y = gamestate.worldy;
16/keen/kd_keen.c: if (gamestate.boobusbombs < 12)
16/keen/kd_keen.c: gamestate.worldx = ob->x;
16/keen/kd_keen.c: gamestate.worldy = ob->y;
16/keen/kd_keen.c: gamestate.mapon = tile-2;
16/keen/kd_keen.c: gamestate.lives++;
16/keen/kd_keen.c: gamestate.lives+=3;
16/keen/kd_keen.c: gamestate.flowerpowers+=8;
16/keen/kd_keen.c: gamestate.flowerpowers++;
16/keen/kd_keen.c: gamestate.flowerpowers+=5;
16/keen/kd_keen.c: gamestate.boobusbombs++;
16/keen/kd_keen.c: gamestate.bombsthislevel++;
16/keen/kd_keen.c: gamestate.keys++;
16/keen/kd_keen.c: if (gamestate.keys)
16/keen/kd_keen.c: gamestate.keys--;
16/keen/kd_main.c: gamestate.boobusbombs=99;
16/keen/kd_main.c: gamestate.flowerpowers=99;
16/keen/kd_main.c: gamestate.keys=99;
16/keen/kd_main.c: gamestate.mapon = level;
16/keen/kd_play.c:gametype gamestate;
16/keen/kd_play.c: if (info>=3 && info<=18 && gamestate.leveldone[info-2])
16/keen/kd_play.c: CA_CacheMap (gamestate.mapon);
16/keen/kd_play.c: gamestate.score += points;
16/keen/kd_play.c: if (gamestate.score >= gamestate.nextextra)
16/keen/kd_play.c: gamestate.lives++;
16/keen/kd_play.c: gamestate.nextextra*=2;
16/keen/kd_play.c: gamestate.keys = 0;
16/keen/kd_play.c: gamestate.boobusbombs -= gamestate.bombsthislevel;
16/keen/kd_play.c: gamestate.lives--;
16/keen/kd_play.c: if (gamestate.lives < 0)
16/keen/kd_play.c: gamestate.mapon = 0; // exit to tuberia
16/keen/kd_play.c: gamestate.mapon = 0; // exit to tuberia
16/keen/kd_play.c: gamestate.difficulty = restartgame;
16/keen/kd_play.c: gamestate.bombsthislevel = 0;
16/keen/kd_play.c: gamestate.leveldone[mapon] = true; // finished the level
16/keen/kd_play.c: gamestate.mapon = 0;
16/keen/kd_play.c: } while (gamestate.lives>-1 && playstate!=victorious);
16/keen/kd_play.c: if (gamestate.leveldone[i])
16/keen/kd_play.c: US_CheckHighScore (gamestate.score,cities);
16/keen/kd_def.h:extern gametype gamestate;
=============== ./qkeen.sh end ===============
-------------------------------------------------------------------------------
./qwolf.sh start
-------------------------------------------------------------------------------
==== 16/wf3d8086 ====
16/wf3d8086/wl_act1.c: gamestate.treasuretotal++;
16/wf3d8086/wl_act1.c: if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) )
16/wf3d8086/wl_act1.c: if (gamestate.victoryflag) // don't move door during victory sequence
16/wf3d8086/wl_act1.c: gamestate.secretcount++;
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][which];
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][which];
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_will];
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_death];
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];
16/wf3d8086/wl_act2.c: gamestate.killtotal++;
16/wf3d8086/wl_act2.c: new->hitpoints = hitpoints[gamestate.difficulty];
16/wf3d8086/wl_act2.c: if (gamestate.victoryflag)
16/wf3d8086/wl_act2.c: if (gamestate.victoryflag)
16/wf3d8086/wl_act2.c: gamestate.victoryflag = true;
16/wf3d8086/wl_act2.c: player->x = gamestate.killx;
16/wf3d8086/wl_act2.c: player->y = gamestate.killy;
16/wf3d8086/wl_agent.c: if (!gamestate.ammo) // must use knife with no ammo
16/wf3d8086/wl_agent.c: for (i=wp_knife ; i<=gamestate.bestweapon ; i++)
16/wf3d8086/wl_agent.c: gamestate.weapon = gamestate.chosenweapon = i;
16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor
16/wf3d8086/wl_agent.c: if (gamestate.health)
16/wf3d8086/wl_agent.c: StatusDrawPic (17,4,GODMODEFACE1PIC+gamestate.faceframe);
16/wf3d8086/wl_agent.c: StatusDrawPic (17,4,FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);
16/wf3d8086/wl_agent.c: gamestate.faceframe = (US_RndT()>>6);
16/wf3d8086/wl_agent.c: if (gamestate.faceframe==3)
16/wf3d8086/wl_agent.c: gamestate.faceframe = 1;
16/wf3d8086/wl_agent.c: LatchNumber (21,16,3,gamestate.health);
16/wf3d8086/wl_agent.c: if (gamestate.victoryflag)
16/wf3d8086/wl_agent.c: if (gamestate.difficulty==gd_baby)
16/wf3d8086/wl_agent.c: gamestate.health -= points;
16/wf3d8086/wl_agent.c: if (gamestate.health<=0)
16/wf3d8086/wl_agent.c: gamestate.health = 0;
16/wf3d8086/wl_agent.c: if (points > 30 && gamestate.health!=0 && !godmode)
16/wf3d8086/wl_agent.c: gamestate.health += points;
16/wf3d8086/wl_agent.c: if (gamestate.health>100)
16/wf3d8086/wl_agent.c: gamestate.health = 100;
16/wf3d8086/wl_agent.c: if (gamestate.mapon == 20)
16/wf3d8086/wl_agent.c: LatchNumber (2,16,2,gamestate.mapon+1);
16/wf3d8086/wl_agent.c: LatchNumber (14,16,1,gamestate.lives);
16/wf3d8086/wl_agent.c: if (gamestate.lives<9)
16/wf3d8086/wl_agent.c: gamestate.lives++;
16/wf3d8086/wl_agent.c: LatchNumber (6,16,6,gamestate.score);
16/wf3d8086/wl_agent.c: gamestate.score += points;
16/wf3d8086/wl_agent.c: while (gamestate.score >= gamestate.nextextra)
16/wf3d8086/wl_agent.c: gamestate.nextextra += EXTRAPOINTS;
16/wf3d8086/wl_agent.c: StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);
16/wf3d8086/wl_agent.c: if (gamestate.keys & 1)
16/wf3d8086/wl_agent.c: if (gamestate.keys & 2)
16/wf3d8086/wl_agent.c: if (gamestate.bestweapon<weapon)
16/wf3d8086/wl_agent.c: gamestate.bestweapon = gamestate.weapon
16/wf3d8086/wl_agent.c: = gamestate.chosenweapon = weapon;
16/wf3d8086/wl_agent.c: LatchNumber (27,16,2,gamestate.ammo);
16/wf3d8086/wl_agent.c: if (!gamestate.ammo) // knife was out
16/wf3d8086/wl_agent.c: if (!gamestate.attackframe)
16/wf3d8086/wl_agent.c: gamestate.weapon = gamestate.chosenweapon;
16/wf3d8086/wl_agent.c: gamestate.ammo += ammo;
16/wf3d8086/wl_agent.c: if (gamestate.ammo > 99)
16/wf3d8086/wl_agent.c: gamestate.ammo = 99;
16/wf3d8086/wl_agent.c: gamestate.keys |= (1<<key);
16/wf3d8086/wl_agent.c: if (gamestate.health == 100)
16/wf3d8086/wl_agent.c: gamestate.treasurecount++;
16/wf3d8086/wl_agent.c: gamestate.treasurecount++;
16/wf3d8086/wl_agent.c: gamestate.treasurecount++;
16/wf3d8086/wl_agent.c: gamestate.treasurecount++;
16/wf3d8086/wl_agent.c: if (gamestate.ammo == 99)
16/wf3d8086/wl_agent.c: if (gamestate.ammo == 99)
16/wf3d8086/wl_agent.c: if (gamestate.ammo == 99)
16/wf3d8086/wl_agent.c: gamestate.treasurecount++;
16/wf3d8086/wl_agent.c: if (gamestate.health == 100)
16/wf3d8086/wl_agent.c: if (gamestate.health == 100)
16/wf3d8086/wl_agent.c: if (gamestate.health >10)
16/wf3d8086/wl_agent.c: gamestate.victoryflag = true;
16/wf3d8086/wl_agent.c: gamestate.weaponframe = 0;
16/wf3d8086/wl_agent.c: gamestate.attackframe = 0;
16/wf3d8086/wl_agent.c: gamestate.attackcount =
16/wf3d8086/wl_agent.c: attackinfo[gamestate.weapon][gamestate.attackframe].tics;
16/wf3d8086/wl_agent.c: gamestate.weaponframe =
16/wf3d8086/wl_agent.c: attackinfo[gamestate.weapon][gamestate.attackframe].frame;
16/wf3d8086/wl_agent.c: switch (gamestate.weapon)
16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor
16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor
16/wf3d8086/wl_agent.c: gamestate.attackcount -= tics;
16/wf3d8086/wl_agent.c: while (gamestate.attackcount <= 0)
16/wf3d8086/wl_agent.c: cur = &attackinfo[gamestate.weapon][gamestate.attackframe];
16/wf3d8086/wl_agent.c: if (!gamestate.ammo)
16/wf3d8086/wl_agent.c: gamestate.weapon = wp_knife;
16/wf3d8086/wl_agent.c: if (gamestate.weapon != gamestate.chosenweapon)
16/wf3d8086/wl_agent.c: gamestate.weapon = gamestate.chosenweapon;
16/wf3d8086/wl_agent.c: gamestate.attackframe = gamestate.weaponframe = 0;
16/wf3d8086/wl_agent.c: if (!gamestate.ammo)
16/wf3d8086/wl_agent.c: gamestate.attackframe -= 2;
16/wf3d8086/wl_agent.c: if (!gamestate.ammo)
16/wf3d8086/wl_agent.c: gamestate.attackframe++;
16/wf3d8086/wl_agent.c: gamestate.ammo--;
16/wf3d8086/wl_agent.c: if (gamestate.ammo && buttonstate[bt_attack])
16/wf3d8086/wl_agent.c: gamestate.attackframe -= 2;
16/wf3d8086/wl_agent.c: gamestate.attackcount += cur->tics;
16/wf3d8086/wl_agent.c: gamestate.attackframe++;
16/wf3d8086/wl_agent.c: gamestate.weaponframe =
16/wf3d8086/wl_agent.c: attackinfo[gamestate.weapon][gamestate.attackframe].frame;
16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor
16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor
16/wf3d8086/wl_debug.c:// gamestate.mapon++;
16/wf3d8086/wl_debug.c: if (gamestate.bestweapon<wp_chaingun)
16/wf3d8086/wl_debug.c: GiveWeapon (gamestate.bestweapon+1);
16/wf3d8086/wl_debug.c: gamestate.ammo += 50;
16/wf3d8086/wl_debug.c: if (gamestate.ammo > 99)
16/wf3d8086/wl_debug.c: gamestate.ammo = 99;
16/wf3d8086/wl_debug.c: gamestate.mapon = level-1;
16/wf3d8086/wl_draw.c: unsigned floor=egaFloor[gamestate.episode*10+mapon],
16/wf3d8086/wl_draw.c: ceiling=egaCeiling[gamestate.episode*10+mapon];
16/wf3d8086/wl_draw.c: unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon];
16/wf3d8086/wl_draw.c: if (gamestate.victoryflag)
16/wf3d8086/wl_draw.c: if (gamestate.weapon != -1)
16/wf3d8086/wl_draw.c: shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe;
16/wf3d8086/wl_game.c:gametype gamestate;
16/wf3d8086/wl_game.c: gamestate.secrettotal++;
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)
16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)
16/wf3d8086/wl_game.c: gamestate.TimeCount=
16/wf3d8086/wl_game.c: gamestate.secrettotal=
16/wf3d8086/wl_game.c: gamestate.killtotal=
16/wf3d8086/wl_game.c: gamestate.treasuretotal=
16/wf3d8086/wl_game.c: gamestate.secretcount=
16/wf3d8086/wl_game.c: gamestate.killcount=
16/wf3d8086/wl_game.c: gamestate.treasurecount=0;
16/wf3d8086/wl_game.c: CA_CacheMap (gamestate.mapon+10*gamestate.episode);
16/wf3d8086/wl_game.c: mapon-=gamestate.episode*10;
16/wf3d8086/wl_game.c: gamestate.mapon = level%10;
16/wf3d8086/wl_game.c: gamestate.mapon = level;
16/wf3d8086/wl_game.c: gamestate.mapon = *demoptr++;
16/wf3d8086/wl_game.c: gamestate.difficulty = gd_hard;
16/wf3d8086/wl_game.c: gamestate.weapon = -1; // take away weapon
16/wf3d8086/wl_game.c: gamestate.lives--;
16/wf3d8086/wl_game.c: if (gamestate.lives > -1)
16/wf3d8086/wl_game.c: gamestate.health = 100;
16/wf3d8086/wl_game.c: gamestate.weapon = gamestate.bestweapon
16/wf3d8086/wl_game.c: = gamestate.chosenweapon = wp_pistol;
16/wf3d8086/wl_game.c: gamestate.ammo = STARTAMMO;
16/wf3d8086/wl_game.c: gamestate.keys = 0;
16/wf3d8086/wl_game.c: gamestate.attackframe = gamestate.attackcount =
16/wf3d8086/wl_game.c: gamestate.weaponframe = 0;
16/wf3d8086/wl_game.c: gamestate.score = gamestate.oldscore;
16/wf3d8086/wl_game.c: if (gamestate.mapon == 20) // give them the key allways
16/wf3d8086/wl_game.c: gamestate.keys |= 1;
16/wf3d8086/wl_game.c: gamestate.oldscore = gamestate.score;
16/wf3d8086/wl_game.c: gamestate.mapon = 20;
16/wf3d8086/wl_game.c: gamestate.keys = 0;
16/wf3d8086/wl_game.c: if (gamestate.mapon == 1)
16/wf3d8086/wl_game.c: CheckHighScore (gamestate.score,gamestate.mapon+1);
16/wf3d8086/wl_game.c: if (gamestate.mapon == 3)
16/wf3d8086/wl_game.c: CheckHighScore (gamestate.score,gamestate.mapon+1);
16/wf3d8086/wl_game.c: gamestate.oldscore = gamestate.score;
16/wf3d8086/wl_game.c: if (gamestate.mapon == 9)
16/wf3d8086/wl_game.c: gamestate.mapon = ElevatorBackTo[gamestate.episode]; // back from secret
16/wf3d8086/wl_game.c: gamestate.mapon = 9;
16/wf3d8086/wl_game.c: switch(gamestate.mapon)
16/wf3d8086/wl_game.c: case FROMSECRET1: gamestate.mapon = 18; break;
16/wf3d8086/wl_game.c: case FROMSECRET2: gamestate.mapon = 19; break;
16/wf3d8086/wl_game.c: if (gamestate.mapon == 18 || gamestate.mapon == 19)
16/wf3d8086/wl_game.c: switch(gamestate.mapon)
16/wf3d8086/wl_game.c: case 18: gamestate.mapon = FROMSECRET1+1; break;
16/wf3d8086/wl_game.c: case 19: gamestate.mapon = FROMSECRET2+1; break;
16/wf3d8086/wl_game.c: gamestate.mapon++;
16/wf3d8086/wl_game.c: if (gamestate.lives > -1)
16/wf3d8086/wl_game.c: CheckHighScore (gamestate.score,gamestate.mapon+1);
16/wf3d8086/wl_game.c: CheckHighScore (gamestate.score,gamestate.mapon+1);
16/wf3d8086/wl_inter.c: if (gamestate.difficulty>=gd_medium)
16/wf3d8086/wl_inter.c: Write(26,2,itoa(gamestate.mapon+1,tempstr,10));
16/wf3d8086/wl_inter.c: Write(30,12,parTimes[gamestate.episode*10+mapon].timestr);
16/wf3d8086/wl_inter.c: Write(26,12,parTimes[gamestate.episode*10+mapon].timestr);
16/wf3d8086/wl_inter.c: sec=gamestate.TimeCount/70;
16/wf3d8086/wl_inter.c: if (gamestate.TimeCount<parTimes[gamestate.episode*10+mapon].time*4200)
16/wf3d8086/wl_inter.c: timeleft=(parTimes[gamestate.episode*10+mapon].time*4200)/70-sec;
16/wf3d8086/wl_inter.c: if (gamestate.killtotal)
16/wf3d8086/wl_inter.c: kr=(gamestate.killcount*100)/gamestate.killtotal;
16/wf3d8086/wl_inter.c: if (gamestate.secrettotal)
16/wf3d8086/wl_inter.c: sr=(gamestate.secretcount*100)/gamestate.secrettotal;
16/wf3d8086/wl_inter.c: if (gamestate.treasuretotal)
16/wf3d8086/wl_inter.c: tr=(gamestate.treasurecount*100)/gamestate.treasuretotal;
16/wf3d8086/wl_inter.c: if (gamestate.mapon == 1)
16/wf3d8086/wl_inter.c: if (gamestate.mapon == 3)
16/wf3d8086/wl_inter.c: myscore.episode = gamestate.episode;
16/wf3d8086/wl_main.c: memset (&gamestate,0,sizeof(gamestate));
16/wf3d8086/wl_main.c: gamestate.difficulty = difficulty;
16/wf3d8086/wl_main.c: gamestate.weapon = gamestate.bestweapon
16/wf3d8086/wl_main.c: = gamestate.chosenweapon = wp_pistol;
16/wf3d8086/wl_main.c: gamestate.health = 100;
16/wf3d8086/wl_main.c: gamestate.ammo = STARTAMMO;
16/wf3d8086/wl_main.c: gamestate.lives = 3;
16/wf3d8086/wl_main.c: gamestate.nextextra = EXTRAPOINTS;
16/wf3d8086/wl_main.c: gamestate.episode=episode;
16/wf3d8086/wl_main.c: size += sizeof(gamestate) +
16/wf3d8086/wl_main.c: CA_FarWrite (file,(void far *)&gamestate,sizeof(gamestate));
16/wf3d8086/wl_main.c: checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);
16/wf3d8086/wl_main.c: CA_FarRead (file,(void far *)&gamestate,sizeof(gamestate));
16/wf3d8086/wl_main.c: checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);
16/wf3d8086/wl_main.c: gamestate.score = 0;
16/wf3d8086/wl_main.c: gamestate.lives = 1;
16/wf3d8086/wl_main.c: gamestate.weapon =
16/wf3d8086/wl_main.c: gamestate.chosenweapon =
16/wf3d8086/wl_main.c: gamestate.bestweapon = wp_pistol;
16/wf3d8086/wl_main.c: gamestate.ammo = 8;
16/wf3d8086/wl_main.c: gamestate.difficulty=level;
16/wf3d8086/wl_main.c: gamestate.episode = tedlevelnum/10;
16/wf3d8086/wl_main.c: gamestate.mapon = tedlevelnum%10;
16/wf3d8086/wl_main.c: gamestate.episode = 0;
16/wf3d8086/wl_main.c: gamestate.mapon = tedlevelnum;
16/wf3d8086/wl_menu.c: pickquick = gamestate.lives = 0;
16/wf3d8086/wl_menu.c: pickquick = gamestate.lives = 0;
16/wf3d8086/wl_play.c: gamestate.health = 100;
16/wf3d8086/wl_play.c: gamestate.ammo = 99;
16/wf3d8086/wl_play.c: gamestate.keys = 3;
16/wf3d8086/wl_play.c: gamestate.score = 0;
16/wf3d8086/wl_play.c: gamestate.TimeCount += 42000L;
16/wf3d8086/wl_play.c: chunk = songs[gamestate.mapon+gamestate.episode*10];
16/wf3d8086/wl_play.c: gamestate.TimeCount+=tics;
16/wf3d8086/wl_state.c: if (gamestate.bestweapon < wp_machinegun)
16/wf3d8086/wl_state.c: gamestate.killx = player->x;
16/wf3d8086/wl_state.c: gamestate.killy = player->y;
16/wf3d8086/wl_state.c: gamestate.killx = player->x;
16/wf3d8086/wl_state.c: gamestate.killy = player->y;
16/wf3d8086/wl_state.c: gamestate.killx = player->x;
16/wf3d8086/wl_state.c: gamestate.killy = player->y;
16/wf3d8086/wl_state.c: gamestate.killx = player->x;
16/wf3d8086/wl_state.c: gamestate.killy = player->y;
16/wf3d8086/wl_state.c: gamestate.killcount++;
16/wf3d8086/wl_text.c: ShowArticle(gamestate.episode + 1);
16/wf3d8086/wl_text.c: artnum = endextern+gamestate.episode;
16/wf3d8086/wl_text.c: endfilename[6] = '1'+gamestate.episode;
16/wf3d8086/wl_def.h:// gamestate structure
16/wf3d8086/wl_def.h:extern gametype gamestate;
==== 16/wolf3d/WOLFSRC ====
16/wolf3d/WOLFSRC/WL_ACT1.C: gamestate.treasuretotal++;
16/wolf3d/WOLFSRC/WL_ACT1.C: if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) )
16/wolf3d/WOLFSRC/WL_ACT1.C: if (gamestate.victoryflag) // don't move door during victory sequence
16/wolf3d/WOLFSRC/WL_ACT1.C: gamestate.secretcount++;
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][which];
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][which];
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_will];
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_death];
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.killtotal++;
16/wolf3d/WOLFSRC/WL_ACT2.C: new->hitpoints = hitpoints[gamestate.difficulty];
16/wolf3d/WOLFSRC/WL_ACT2.C: if (gamestate.victoryflag)
16/wolf3d/WOLFSRC/WL_ACT2.C: if (gamestate.victoryflag)
16/wolf3d/WOLFSRC/WL_ACT2.C: gamestate.victoryflag = true;
16/wolf3d/WOLFSRC/WL_ACT2.C: player->x = gamestate.killx;
16/wolf3d/WOLFSRC/WL_ACT2.C: player->y = gamestate.killy;
16/wolf3d/WOLFSRC/WL_AGENT.C: if (!gamestate.ammo) // must use knife with no ammo
16/wolf3d/WOLFSRC/WL_AGENT.C: for (i=wp_knife ; i<=gamestate.bestweapon ; i++)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weapon = gamestate.chosenweapon = i;
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.victoryflag) // watching the BJ actor
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health)
16/wolf3d/WOLFSRC/WL_AGENT.C: StatusDrawPic (17,4,GODMODEFACE1PIC+gamestate.faceframe);
16/wolf3d/WOLFSRC/WL_AGENT.C: StatusDrawPic (17,4,FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.faceframe = (US_RndT()>>6);
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.faceframe==3)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.faceframe = 1;
16/wolf3d/WOLFSRC/WL_AGENT.C: LatchNumber (21,16,3,gamestate.health);
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.victoryflag)
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.difficulty==gd_baby)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.health -= points;
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health<=0)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.health = 0;
16/wolf3d/WOLFSRC/WL_AGENT.C: if (points > 30 && gamestate.health!=0 && !godmode)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.health += points;
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health>100)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.health = 100;
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.mapon == 20)
16/wolf3d/WOLFSRC/WL_AGENT.C: LatchNumber (2,16,2,gamestate.mapon+1);
16/wolf3d/WOLFSRC/WL_AGENT.C: LatchNumber (14,16,1,gamestate.lives);
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.lives<9)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.lives++;
16/wolf3d/WOLFSRC/WL_AGENT.C: LatchNumber (6,16,6,gamestate.score);
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.score += points;
16/wolf3d/WOLFSRC/WL_AGENT.C: while (gamestate.score >= gamestate.nextextra)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.nextextra += EXTRAPOINTS;
16/wolf3d/WOLFSRC/WL_AGENT.C: StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.keys & 1)
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.keys & 2)
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.bestweapon<weapon)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.bestweapon = gamestate.weapon
16/wolf3d/WOLFSRC/WL_AGENT.C: = gamestate.chosenweapon = weapon;
16/wolf3d/WOLFSRC/WL_AGENT.C: LatchNumber (27,16,2,gamestate.ammo);
16/wolf3d/WOLFSRC/WL_AGENT.C: if (!gamestate.ammo) // knife was out
16/wolf3d/WOLFSRC/WL_AGENT.C: if (!gamestate.attackframe)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weapon = gamestate.chosenweapon;
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.ammo += ammo;
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.ammo > 99)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.ammo = 99;
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.keys |= (1<<key);
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health == 100)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.ammo == 99)
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.ammo == 99)
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.ammo == 99)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health == 100)
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health == 100)
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health >10)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.victoryflag = true;
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weaponframe = 0;
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackframe = 0;
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackcount =
16/wolf3d/WOLFSRC/WL_AGENT.C: attackinfo[gamestate.weapon][gamestate.attackframe].tics;
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weaponframe =
16/wolf3d/WOLFSRC/WL_AGENT.C: attackinfo[gamestate.weapon][gamestate.attackframe].frame;
16/wolf3d/WOLFSRC/WL_AGENT.C: switch (gamestate.weapon)
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.victoryflag) // watching the BJ actor
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.victoryflag) // watching the BJ actor
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackcount -= tics;
16/wolf3d/WOLFSRC/WL_AGENT.C: while (gamestate.attackcount <= 0)
16/wolf3d/WOLFSRC/WL_AGENT.C: cur = &attackinfo[gamestate.weapon][gamestate.attackframe];
16/wolf3d/WOLFSRC/WL_AGENT.C: if (!gamestate.ammo)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weapon = wp_knife;
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.weapon != gamestate.chosenweapon)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weapon = gamestate.chosenweapon;
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackframe = gamestate.weaponframe = 0;
16/wolf3d/WOLFSRC/WL_AGENT.C: if (!gamestate.ammo)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackframe -= 2;
16/wolf3d/WOLFSRC/WL_AGENT.C: if (!gamestate.ammo)
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackframe++;
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.ammo--;
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.ammo && buttonstate[bt_attack])
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackframe -= 2;
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackcount += cur->tics;
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.attackframe++;
16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weaponframe =
16/wolf3d/WOLFSRC/WL_AGENT.C: attackinfo[gamestate.weapon][gamestate.attackframe].frame;
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.victoryflag) // watching the BJ actor
16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.victoryflag) // watching the BJ actor
16/wolf3d/WOLFSRC/WL_DEBUG.C:// gamestate.mapon++;
16/wolf3d/WOLFSRC/WL_DEBUG.C: if (gamestate.bestweapon<wp_chaingun)
16/wolf3d/WOLFSRC/WL_DEBUG.C: GiveWeapon (gamestate.bestweapon+1);
16/wolf3d/WOLFSRC/WL_DEBUG.C: gamestate.ammo += 50;
16/wolf3d/WOLFSRC/WL_DEBUG.C: if (gamestate.ammo > 99)
16/wolf3d/WOLFSRC/WL_DEBUG.C: gamestate.ammo = 99;
16/wolf3d/WOLFSRC/WL_DEBUG.C: gamestate.mapon = level-1;
16/wolf3d/WOLFSRC/WL_DRAW.C: unsigned floor=egaFloor[gamestate.episode*10+mapon],
16/wolf3d/WOLFSRC/WL_DRAW.C: ceiling=egaCeiling[gamestate.episode*10+mapon];
16/wolf3d/WOLFSRC/WL_DRAW.C: unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon];
16/wolf3d/WOLFSRC/WL_DRAW.C: if (gamestate.victoryflag)
16/wolf3d/WOLFSRC/WL_DRAW.C: if (gamestate.weapon != -1)
16/wolf3d/WOLFSRC/WL_DRAW.C: shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe;
16/wolf3d/WOLFSRC/WL_GAME.C:gametype gamestate;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.secrettotal++;
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.TimeCount=
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.secrettotal=
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.killtotal=
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.treasuretotal=
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.secretcount=
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.killcount=
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.treasurecount=0;
16/wolf3d/WOLFSRC/WL_GAME.C: CA_CacheMap (gamestate.mapon+10*gamestate.episode);
16/wolf3d/WOLFSRC/WL_GAME.C: mapon-=gamestate.episode*10;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = level%10;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = level;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = *demoptr++;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.difficulty = gd_hard;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.weapon = -1; // take away weapon
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.lives--;
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.lives > -1)
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.health = 100;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.weapon = gamestate.bestweapon
16/wolf3d/WOLFSRC/WL_GAME.C: = gamestate.chosenweapon = wp_pistol;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.ammo = STARTAMMO;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.keys = 0;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.attackframe = gamestate.attackcount =
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.weaponframe = 0;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.score = gamestate.oldscore;
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.mapon == 20) // give them the key allways
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.keys |= 1;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.oldscore = gamestate.score;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = 20;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.keys = 0;
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.mapon == 1)
16/wolf3d/WOLFSRC/WL_GAME.C: CheckHighScore (gamestate.score,gamestate.mapon+1);
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.mapon == 3)
16/wolf3d/WOLFSRC/WL_GAME.C: CheckHighScore (gamestate.score,gamestate.mapon+1);
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.oldscore = gamestate.score;
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.mapon == 9)
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = ElevatorBackTo[gamestate.episode]; // back from secret
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = 9;
16/wolf3d/WOLFSRC/WL_GAME.C: switch(gamestate.mapon)
16/wolf3d/WOLFSRC/WL_GAME.C: case FROMSECRET1: gamestate.mapon = 18; break;
16/wolf3d/WOLFSRC/WL_GAME.C: case FROMSECRET2: gamestate.mapon = 19; break;
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.mapon == 18 || gamestate.mapon == 19)
16/wolf3d/WOLFSRC/WL_GAME.C: switch(gamestate.mapon)
16/wolf3d/WOLFSRC/WL_GAME.C: case 18: gamestate.mapon = FROMSECRET1+1; break;
16/wolf3d/WOLFSRC/WL_GAME.C: case 19: gamestate.mapon = FROMSECRET2+1; break;
16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon++;
16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.lives > -1)
16/wolf3d/WOLFSRC/WL_GAME.C: CheckHighScore (gamestate.score,gamestate.mapon+1);
16/wolf3d/WOLFSRC/WL_GAME.C: CheckHighScore (gamestate.score,gamestate.mapon+1);
16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.difficulty>=gd_medium)
16/wolf3d/WOLFSRC/WL_INTER.C: Write(26,2,itoa(gamestate.mapon+1,tempstr,10));
16/wolf3d/WOLFSRC/WL_INTER.C: Write(30,12,parTimes[gamestate.episode*10+mapon].timestr);
16/wolf3d/WOLFSRC/WL_INTER.C: Write(26,12,parTimes[gamestate.episode*10+mapon].timestr);
16/wolf3d/WOLFSRC/WL_INTER.C: sec=gamestate.TimeCount/70;
16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.TimeCount<parTimes[gamestate.episode*10+mapon].time*4200)
16/wolf3d/WOLFSRC/WL_INTER.C: timeleft=(parTimes[gamestate.episode*10+mapon].time*4200)/70-sec;
16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.killtotal)
16/wolf3d/WOLFSRC/WL_INTER.C: kr=(gamestate.killcount*100)/gamestate.killtotal;
16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.secrettotal)
16/wolf3d/WOLFSRC/WL_INTER.C: sr=(gamestate.secretcount*100)/gamestate.secrettotal;
16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.treasuretotal)
16/wolf3d/WOLFSRC/WL_INTER.C: tr=(gamestate.treasurecount*100)/gamestate.treasuretotal;
16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.mapon == 1)
16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.mapon == 3)
16/wolf3d/WOLFSRC/WL_INTER.C: myscore.episode = gamestate.episode;
16/wolf3d/WOLFSRC/WL_MAIN.C: memset (&gamestate,0,sizeof(gamestate));
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.difficulty = difficulty;
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.weapon = gamestate.bestweapon
16/wolf3d/WOLFSRC/WL_MAIN.C: = gamestate.chosenweapon = wp_pistol;
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.health = 100;
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.ammo = STARTAMMO;
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.lives = 3;
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.nextextra = EXTRAPOINTS;
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.episode=episode;
16/wolf3d/WOLFSRC/WL_MAIN.C: size += sizeof(gamestate) +
16/wolf3d/WOLFSRC/WL_MAIN.C: CA_FarWrite (file,(void far *)&gamestate,sizeof(gamestate));
16/wolf3d/WOLFSRC/WL_MAIN.C: checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);
16/wolf3d/WOLFSRC/WL_MAIN.C: CA_FarRead (file,(void far *)&gamestate,sizeof(gamestate));
16/wolf3d/WOLFSRC/WL_MAIN.C: checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.score = 0;
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.lives = 1;
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.weapon =
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.chosenweapon =
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.bestweapon = wp_pistol;
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.ammo = 8;
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.difficulty=level;
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.episode = tedlevelnum/10;
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.mapon = tedlevelnum%10;
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.episode = 0;
16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.mapon = tedlevelnum;
16/wolf3d/WOLFSRC/WL_MENU.C: pickquick = gamestate.lives = 0;
16/wolf3d/WOLFSRC/WL_MENU.C: pickquick = gamestate.lives = 0;
16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.health = 100;
16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.ammo = 99;
16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.keys = 3;
16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.score = 0;
16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.TimeCount += 42000L;
16/wolf3d/WOLFSRC/WL_PLAY.C: chunk = songs[gamestate.mapon+gamestate.episode*10];
16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.TimeCount+=tics;
16/wolf3d/WOLFSRC/WL_STATE.C: if (gamestate.bestweapon < wp_machinegun)
16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killx = player->x;
16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killy = player->y;
16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killx = player->x;
16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killy = player->y;
16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killx = player->x;
16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killy = player->y;
16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killx = player->x;
16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killy = player->y;
16/wolf3d/WOLFSRC/WL_STATE.C: gamestate.killcount++;
16/wolf3d/WOLFSRC/WL_TEXT.C: ShowArticle(gamestate.episode + 1);
16/wolf3d/WOLFSRC/WL_TEXT.C: artnum = endextern+gamestate.episode;
16/wolf3d/WOLFSRC/WL_TEXT.C: endfilename[6] = '1'+gamestate.episode;
16/wolf3d/WOLFSRC/WL_DEF.H:// gamestate structure
16/wolf3d/WOLFSRC/WL_DEF.H:extern gametype gamestate;
=============== ./qwolf.sh end ===============