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-rw-r--r--NorthstarDedicatedTest/gameutils.h41
1 files changed, 0 insertions, 41 deletions
diff --git a/NorthstarDedicatedTest/gameutils.h b/NorthstarDedicatedTest/gameutils.h
index 4d1b8fb7..d53c7abe 100644
--- a/NorthstarDedicatedTest/gameutils.h
+++ b/NorthstarDedicatedTest/gameutils.h
@@ -57,47 +57,6 @@ extern Cbuf_AddTextType Cbuf_AddText;
typedef void (*Cbuf_ExecuteType)();
extern Cbuf_ExecuteType Cbuf_Execute;
-// hoststate stuff
-enum 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;
-
// cengine stuff
enum EngineQuitState
{