diff options
Diffstat (limited to 'NorthstarDLL/engine/hoststate.h')
-rw-r--r-- | NorthstarDLL/engine/hoststate.h | 70 |
1 files changed, 33 insertions, 37 deletions
diff --git a/NorthstarDLL/engine/hoststate.h b/NorthstarDLL/engine/hoststate.h index a77385ef..0536e91c 100644 --- a/NorthstarDLL/engine/hoststate.h +++ b/NorthstarDLL/engine/hoststate.h @@ -1,45 +1,41 @@ #pragma once -// use the R2 namespace for game funxcs -namespace R2 +enum class HostState_t { - enum class HostState_t - { - HS_NEW_GAME = 0, - HS_LOAD_GAME, - HS_CHANGE_LEVEL_SP, - HS_CHANGE_LEVEL_MP, - HS_RUN, - HS_GAME_SHUTDOWN, - HS_SHUTDOWN, - HS_RESTART, - }; + HS_NEW_GAME = 0, + HS_LOAD_GAME, + HS_CHANGE_LEVEL_SP, + HS_CHANGE_LEVEL_MP, + HS_RUN, + HS_GAME_SHUTDOWN, + HS_SHUTDOWN, + HS_RESTART, +}; - struct CHostState - { - public: - HostState_t m_iCurrentState; - HostState_t m_iNextState; +struct CHostState +{ + public: + HostState_t m_iCurrentState; + HostState_t m_iNextState; - float m_vecLocation[3]; - float m_angLocation[3]; + float m_vecLocation[3]; + float m_angLocation[3]; - char m_levelName[32]; - char m_mapGroupName[32]; - char m_landmarkName[32]; - char m_saveName[32]; - float m_flShortFrameTime; // run a few one-tick frames to avoid large timesteps while loading assets + char m_levelName[32]; + char m_mapGroupName[32]; + char m_landmarkName[32]; + char m_saveName[32]; + float m_flShortFrameTime; // run a few one-tick frames to avoid large timesteps while loading assets - bool m_activeGame; - bool m_bRememberLocation; - bool m_bBackgroundLevel; - bool m_bWaitingForConnection; - bool m_bLetToolsOverrideLoadGameEnts; // During a load game, this tells Foundry to override ents that are selected in Hammer. - bool m_bSplitScreenConnect; - bool m_bGameHasShutDownAndFlushedMemory; // This is false once we load a map into memory, and set to true once the map is unloaded - // and all memory flushed - bool m_bWorkshopMapDownloadPending; - }; + bool m_activeGame; + bool m_bRememberLocation; + bool m_bBackgroundLevel; + bool m_bWaitingForConnection; + bool m_bLetToolsOverrideLoadGameEnts; // During a load game, this tells Foundry to override ents that are selected in Hammer. + bool m_bSplitScreenConnect; + bool m_bGameHasShutDownAndFlushedMemory; // This is false once we load a map into memory, and set to true once the map is unloaded + // and all memory flushed + bool m_bWorkshopMapDownloadPending; +}; - extern CHostState* g_pHostState; -} // namespace R2 +extern CHostState* g_pHostState; |