diff options
Diffstat (limited to 'NorthstarDLL/hoststate.h')
-rw-r--r-- | NorthstarDLL/hoststate.h | 90 |
1 files changed, 45 insertions, 45 deletions
diff --git a/NorthstarDLL/hoststate.h b/NorthstarDLL/hoststate.h index dfa60c1b..a77385ef 100644 --- a/NorthstarDLL/hoststate.h +++ b/NorthstarDLL/hoststate.h @@ -1,45 +1,45 @@ -#pragma once
-
-// use the R2 namespace for game funxcs
-namespace R2
-{
- 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,
- };
-
- struct CHostState
- {
- public:
- HostState_t m_iCurrentState;
- HostState_t m_iNextState;
-
- 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
-
- 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
+#pragma once + +// use the R2 namespace for game funxcs +namespace R2 +{ + 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, + }; + + struct CHostState + { + public: + HostState_t m_iCurrentState; + HostState_t m_iNextState; + + 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 + + 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 |