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[proj16/16.git] / _gamesta.txt
1 -------------------------------------------------------------------------------
2                                         ./qkeen.sh start
3 -------------------------------------------------------------------------------
4 16/keen/id_us.c://      US_CheckHighScore() - Checks gamestate to see if the just-ended game\r
5 16/keen/kd_act1.c:      if ( (ob->temp3+=tics) >= flowertime[gamestate.difficulty])\r
6 16/keen/kd_demo.c:      gamestate.worldx = 0;           // spawn keen at starting spot\r
7 16/keen/kd_demo.c:      gamestate.mapon = 0;\r
8 16/keen/kd_demo.c:      gamestate.score = 0;\r
9 16/keen/kd_demo.c:      gamestate.nextextra = 20000;\r
10 16/keen/kd_demo.c:      gamestate.lives = 3;\r
11 16/keen/kd_demo.c:      gamestate.flowerpowers = gamestate.boobusbombs = 0;\r
12 16/keen/kd_demo.c:              gamestate.leveldone[i] = false;\r
13 16/keen/kd_demo.c:      US_PrintUnsigned(gamestate.lives);\r
14 16/keen/kd_demo.c:      US_PrintUnsigned(gamestate.boobusbombs);\r
15 16/keen/kd_demo.c:      US_PrintUnsigned(gamestate.nextextra);\r
16 16/keen/kd_demo.c:      US_PrintUnsigned(gamestate.keys);\r
17 16/keen/kd_demo.c:      if (!CA_FarWrite(file,(void far *)&gamestate,sizeof(gamestate)))\r
18 16/keen/kd_demo.c:      if (!CA_FarRead(file,(void far *)&gamestate,sizeof(gamestate)))\r
19 16/keen/kd_demo.c:              gamestate.mapon = tedlevelnum;\r
20 16/keen/kd_keen.c:      if ((gamestate.score>>16) != ob->temp1\r
21 16/keen/kd_keen.c:              || (unsigned)gamestate.score != ob->temp2 )\r
22 16/keen/kd_keen.c:              ltoa (gamestate.score,str,10);\r
23 16/keen/kd_keen.c:              ob->temp1 = gamestate.score>>16;\r
24 16/keen/kd_keen.c:              ob->temp2 = gamestate.score;\r
25 16/keen/kd_keen.c:              number = gamestate.boobusbombs;\r
26 16/keen/kd_keen.c:              number = gamestate.flowerpowers;\r
27 16/keen/kd_keen.c:              ob->temp3 = gamestate.flowerpowers;\r
28 16/keen/kd_keen.c:      if (gamestate.lives != ob->temp4)\r
29 16/keen/kd_keen.c:              if (gamestate.lives>9)\r
30 16/keen/kd_keen.c:                      MemDrawChar (gamestate.lives +1,dest,width,planesize);\r
31 16/keen/kd_keen.c:              ob->temp4 = gamestate.lives;\r
32 16/keen/kd_keen.c:              if (!gamestate.boobusbombs)\r
33 16/keen/kd_keen.c:              gamestate.bombsthislevel--;\r
34 16/keen/kd_keen.c:              gamestate.boobusbombs--;\r
35 16/keen/kd_keen.c:              if (!gamestate.flowerpowers)\r
36 16/keen/kd_keen.c:              gamestate.flowerpowers--;\r
37 16/keen/kd_keen.c:      if (!gamestate.worldx)\r
38 16/keen/kd_keen.c:              player->x = gamestate.worldx;\r
39 16/keen/kd_keen.c:              player->y = gamestate.worldy;\r
40 16/keen/kd_keen.c:                                      if (gamestate.boobusbombs < 12)\r
41 16/keen/kd_keen.c:                              gamestate.worldx = ob->x;\r
42 16/keen/kd_keen.c:                              gamestate.worldy = ob->y;\r
43 16/keen/kd_keen.c:                              gamestate.mapon = tile-2;\r
44 16/keen/kd_keen.c:                      gamestate.lives++;\r
45 16/keen/kd_keen.c:                      gamestate.lives+=3;\r
46 16/keen/kd_keen.c:                      gamestate.flowerpowers+=8;\r
47 16/keen/kd_keen.c:                      gamestate.flowerpowers++;\r
48 16/keen/kd_keen.c:                      gamestate.flowerpowers+=5;\r
49 16/keen/kd_keen.c:                      gamestate.boobusbombs++;\r
50 16/keen/kd_keen.c:                      gamestate.bombsthislevel++;\r
51 16/keen/kd_keen.c:                      gamestate.keys++;\r
52 16/keen/kd_keen.c:              if (gamestate.keys)\r
53 16/keen/kd_keen.c:                              gamestate.keys--;\r
54 16/keen/kd_main.c:              gamestate.boobusbombs=99;\r
55 16/keen/kd_main.c:              gamestate.flowerpowers=99;\r
56 16/keen/kd_main.c:              gamestate.keys=99;\r
57 16/keen/kd_main.c:                              gamestate.mapon = level;\r
58 16/keen/kd_play.c:gametype      gamestate;\r
59 16/keen/kd_play.c:              if (info>=3 && info<=18 && gamestate.leveldone[info-2])\r
60 16/keen/kd_play.c:      CA_CacheMap (gamestate.mapon);\r
61 16/keen/kd_play.c:      gamestate.score += points;\r
62 16/keen/kd_play.c:      if (gamestate.score >= gamestate.nextextra)\r
63 16/keen/kd_play.c:              gamestate.lives++;\r
64 16/keen/kd_play.c:              gamestate.nextextra*=2;\r
65 16/keen/kd_play.c:      gamestate.keys = 0;\r
66 16/keen/kd_play.c:      gamestate.boobusbombs -= gamestate.bombsthislevel;\r
67 16/keen/kd_play.c:      gamestate.lives--;\r
68 16/keen/kd_play.c:      if (gamestate.lives < 0)\r
69 16/keen/kd_play.c:                      gamestate.mapon = 0;            // exit to tuberia\r
70 16/keen/kd_play.c:                              gamestate.mapon = 0;            // exit to tuberia\r
71 16/keen/kd_play.c:      gamestate.difficulty = restartgame;\r
72 16/keen/kd_play.c:                      gamestate.bombsthislevel = 0;\r
73 16/keen/kd_play.c:                      gamestate.leveldone[mapon] = true;      // finished the level\r
74 16/keen/kd_play.c:                              gamestate.mapon = 0;\r
75 16/keen/kd_play.c:      } while (gamestate.lives>-1 && playstate!=victorious);\r
76 16/keen/kd_play.c:              if (gamestate.leveldone[i])\r
77 16/keen/kd_play.c:      US_CheckHighScore (gamestate.score,cities);\r
78 16/keen/kd_def.h:extern gametype        gamestate;\r
79 ===============         ./qkeen.sh end          ===============
80 -------------------------------------------------------------------------------
81                                         ./qwolf.sh start
82 -------------------------------------------------------------------------------
83 ==== 16/wf3d8086 ====
84 16/wf3d8086/wl_act1.c:            gamestate.treasuretotal++;\r
85 16/wf3d8086/wl_act1.c:          if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) )\r
86 16/wf3d8086/wl_act1.c:  if (gamestate.victoryflag)              // don't move door during victory sequence\r
87 16/wf3d8086/wl_act1.c:  gamestate.secretcount++;\r
88 16/wf3d8086/wl_act2.c:            gamestate.killtotal++;\r
89 16/wf3d8086/wl_act2.c:            gamestate.killtotal++;\r
90 16/wf3d8086/wl_act2.c:            gamestate.killtotal++;\r
91 16/wf3d8086/wl_act2.c:            gamestate.killtotal++;\r
92 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][which];\r
93 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];\r
94 16/wf3d8086/wl_act2.c:    gamestate.killtotal++;\r
95 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];\r
96 16/wf3d8086/wl_act2.c:    gamestate.killtotal++;\r
97 16/wf3d8086/wl_act2.c:            gamestate.killtotal++;\r
98 16/wf3d8086/wl_act2.c:            gamestate.killtotal++;\r
99 16/wf3d8086/wl_act2.c:            gamestate.killtotal++;\r
100 16/wf3d8086/wl_act2.c:            gamestate.killtotal++;\r
101 16/wf3d8086/wl_act2.c:            gamestate.killtotal++;\r
102 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][which];\r
103 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];\r
104 16/wf3d8086/wl_act2.c:    gamestate.killtotal++;\r
105 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];\r
106 16/wf3d8086/wl_act2.c:    gamestate.killtotal++;\r
107 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][en_will];\r
108 16/wf3d8086/wl_act2.c:    gamestate.killtotal++;\r
109 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][en_death];\r
110 16/wf3d8086/wl_act2.c:    gamestate.killtotal++;\r
111 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];\r
112 16/wf3d8086/wl_act2.c:    gamestate.killtotal++;\r
113 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];\r
114 16/wf3d8086/wl_act2.c:    gamestate.killtotal++;\r
115 16/wf3d8086/wl_act2.c:    gamestate.killtotal++;\r
116 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];\r
117 16/wf3d8086/wl_act2.c:    gamestate.killtotal++;\r
118 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];\r
119 16/wf3d8086/wl_act2.c:    gamestate.killtotal++;\r
120 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];\r
121 16/wf3d8086/wl_act2.c:    gamestate.killtotal++;\r
122 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];\r
123 16/wf3d8086/wl_act2.c:    gamestate.killtotal++;\r
124 16/wf3d8086/wl_act2.c:  new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];\r
125 16/wf3d8086/wl_act2.c:    gamestate.killtotal++;\r
126 16/wf3d8086/wl_act2.c:  new->hitpoints = hitpoints[gamestate.difficulty];\r
127 16/wf3d8086/wl_act2.c:  if (gamestate.victoryflag)\r
128 16/wf3d8086/wl_act2.c:  if (gamestate.victoryflag)\r
129 16/wf3d8086/wl_act2.c:  gamestate.victoryflag = true;\r
130 16/wf3d8086/wl_act2.c:  player->x = gamestate.killx;\r
131 16/wf3d8086/wl_act2.c:  player->y = gamestate.killy;\r
132 16/wf3d8086/wl_agent.c: if (!gamestate.ammo)            // must use knife with no ammo\r
133 16/wf3d8086/wl_agent.c: for (i=wp_knife ; i<=gamestate.bestweapon ; i++)\r
134 16/wf3d8086/wl_agent.c:                 gamestate.weapon = gamestate.chosenweapon = i;\r
135 16/wf3d8086/wl_agent.c: if (gamestate.victoryflag)              // watching the BJ actor\r
136 16/wf3d8086/wl_agent.c: if (gamestate.health)\r
137 16/wf3d8086/wl_agent.c:                 StatusDrawPic (17,4,GODMODEFACE1PIC+gamestate.faceframe);\r
138 16/wf3d8086/wl_agent.c:         StatusDrawPic (17,4,FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);\r
139 16/wf3d8086/wl_agent.c:         gamestate.faceframe = (US_RndT()>>6);\r
140 16/wf3d8086/wl_agent.c:         if (gamestate.faceframe==3)\r
141 16/wf3d8086/wl_agent.c:                 gamestate.faceframe = 1;\r
142 16/wf3d8086/wl_agent.c: LatchNumber (21,16,3,gamestate.health);\r
143 16/wf3d8086/wl_agent.c: if (gamestate.victoryflag)\r
144 16/wf3d8086/wl_agent.c: if (gamestate.difficulty==gd_baby)\r
145 16/wf3d8086/wl_agent.c:         gamestate.health -= points;\r
146 16/wf3d8086/wl_agent.c: if (gamestate.health<=0)\r
147 16/wf3d8086/wl_agent.c:         gamestate.health = 0;\r
148 16/wf3d8086/wl_agent.c: if (points > 30 && gamestate.health!=0 && !godmode)\r
149 16/wf3d8086/wl_agent.c: gamestate.health += points;\r
150 16/wf3d8086/wl_agent.c: if (gamestate.health>100)\r
151 16/wf3d8086/wl_agent.c:         gamestate.health = 100;\r
152 16/wf3d8086/wl_agent.c: if (gamestate.mapon == 20)\r
153 16/wf3d8086/wl_agent.c: LatchNumber (2,16,2,gamestate.mapon+1);\r
154 16/wf3d8086/wl_agent.c: LatchNumber (14,16,1,gamestate.lives);\r
155 16/wf3d8086/wl_agent.c: if (gamestate.lives<9)\r
156 16/wf3d8086/wl_agent.c:         gamestate.lives++;\r
157 16/wf3d8086/wl_agent.c: LatchNumber (6,16,6,gamestate.score);\r
158 16/wf3d8086/wl_agent.c: gamestate.score += points;\r
159 16/wf3d8086/wl_agent.c: while (gamestate.score >= gamestate.nextextra)\r
160 16/wf3d8086/wl_agent.c:         gamestate.nextextra += EXTRAPOINTS;\r
161 16/wf3d8086/wl_agent.c: StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);\r
162 16/wf3d8086/wl_agent.c: if (gamestate.keys & 1)\r
163 16/wf3d8086/wl_agent.c: if (gamestate.keys & 2)\r
164 16/wf3d8086/wl_agent.c: if (gamestate.bestweapon<weapon)\r
165 16/wf3d8086/wl_agent.c:         gamestate.bestweapon = gamestate.weapon\r
166 16/wf3d8086/wl_agent.c:         = gamestate.chosenweapon = weapon;\r
167 16/wf3d8086/wl_agent.c: LatchNumber (27,16,2,gamestate.ammo);\r
168 16/wf3d8086/wl_agent.c: if (!gamestate.ammo)                            // knife was out\r
169 16/wf3d8086/wl_agent.c:         if (!gamestate.attackframe)\r
170 16/wf3d8086/wl_agent.c:                 gamestate.weapon = gamestate.chosenweapon;\r
171 16/wf3d8086/wl_agent.c: gamestate.ammo += ammo;\r
172 16/wf3d8086/wl_agent.c: if (gamestate.ammo > 99)\r
173 16/wf3d8086/wl_agent.c:         gamestate.ammo = 99;\r
174 16/wf3d8086/wl_agent.c: gamestate.keys |= (1<<key);\r
175 16/wf3d8086/wl_agent.c:         if (gamestate.health == 100)\r
176 16/wf3d8086/wl_agent.c:         gamestate.treasurecount++;\r
177 16/wf3d8086/wl_agent.c:         gamestate.treasurecount++;\r
178 16/wf3d8086/wl_agent.c:         gamestate.treasurecount++;\r
179 16/wf3d8086/wl_agent.c:         gamestate.treasurecount++;\r
180 16/wf3d8086/wl_agent.c:         if (gamestate.ammo == 99)\r
181 16/wf3d8086/wl_agent.c:         if (gamestate.ammo == 99)\r
182 16/wf3d8086/wl_agent.c:         if (gamestate.ammo == 99)\r
183 16/wf3d8086/wl_agent.c:         gamestate.treasurecount++;\r
184 16/wf3d8086/wl_agent.c:         if (gamestate.health == 100)\r
185 16/wf3d8086/wl_agent.c:         if (gamestate.health == 100)\r
186 16/wf3d8086/wl_agent.c:         if (gamestate.health >10)\r
187 16/wf3d8086/wl_agent.c: gamestate.victoryflag = true;\r
188 16/wf3d8086/wl_agent.c: gamestate.weaponframe = 0;\r
189 16/wf3d8086/wl_agent.c: gamestate.attackframe = 0;\r
190 16/wf3d8086/wl_agent.c: gamestate.attackcount =\r
191 16/wf3d8086/wl_agent.c:         attackinfo[gamestate.weapon][gamestate.attackframe].tics;\r
192 16/wf3d8086/wl_agent.c: gamestate.weaponframe =\r
193 16/wf3d8086/wl_agent.c:         attackinfo[gamestate.weapon][gamestate.attackframe].frame;\r
194 16/wf3d8086/wl_agent.c: switch (gamestate.weapon)\r
195 16/wf3d8086/wl_agent.c: if (gamestate.victoryflag)              // watching the BJ actor\r
196 16/wf3d8086/wl_agent.c: if (gamestate.victoryflag)              // watching the BJ actor\r
197 16/wf3d8086/wl_agent.c: gamestate.attackcount -= tics;\r
198 16/wf3d8086/wl_agent.c: while (gamestate.attackcount <= 0)\r
199 16/wf3d8086/wl_agent.c:         cur = &attackinfo[gamestate.weapon][gamestate.attackframe];\r
200 16/wf3d8086/wl_agent.c:                 if (!gamestate.ammo)\r
201 16/wf3d8086/wl_agent.c:                         gamestate.weapon = wp_knife;\r
202 16/wf3d8086/wl_agent.c:                         if (gamestate.weapon != gamestate.chosenweapon)\r
203 16/wf3d8086/wl_agent.c:                                 gamestate.weapon = gamestate.chosenweapon;\r
204 16/wf3d8086/wl_agent.c:                 gamestate.attackframe = gamestate.weaponframe = 0;\r
205 16/wf3d8086/wl_agent.c:                 if (!gamestate.ammo)\r
206 16/wf3d8086/wl_agent.c:                         gamestate.attackframe -= 2;\r
207 16/wf3d8086/wl_agent.c:                 if (!gamestate.ammo)\r
208 16/wf3d8086/wl_agent.c:                         gamestate.attackframe++;\r
209 16/wf3d8086/wl_agent.c:                 gamestate.ammo--;\r
210 16/wf3d8086/wl_agent.c:                 if (gamestate.ammo && buttonstate[bt_attack])\r
211 16/wf3d8086/wl_agent.c:                         gamestate.attackframe -= 2;\r
212 16/wf3d8086/wl_agent.c:         gamestate.attackcount += cur->tics;\r
213 16/wf3d8086/wl_agent.c:         gamestate.attackframe++;\r
214 16/wf3d8086/wl_agent.c:         gamestate.weaponframe =\r
215 16/wf3d8086/wl_agent.c:                 attackinfo[gamestate.weapon][gamestate.attackframe].frame;\r
216 16/wf3d8086/wl_agent.c: if (gamestate.victoryflag)              // watching the BJ actor\r
217 16/wf3d8086/wl_agent.c: if (gamestate.victoryflag)              // watching the BJ actor\r
218 16/wf3d8086/wl_debug.c://               gamestate.mapon++;\r
219 16/wf3d8086/wl_debug.c:         if (gamestate.bestweapon<wp_chaingun)\r
220 16/wf3d8086/wl_debug.c:                 GiveWeapon (gamestate.bestweapon+1);\r
221 16/wf3d8086/wl_debug.c:         gamestate.ammo += 50;\r
222 16/wf3d8086/wl_debug.c:         if (gamestate.ammo > 99)\r
223 16/wf3d8086/wl_debug.c:                 gamestate.ammo = 99;\r
224 16/wf3d8086/wl_debug.c:                         gamestate.mapon = level-1;\r
225 16/wf3d8086/wl_draw.c: unsigned floor=egaFloor[gamestate.episode*10+mapon],\r
226 16/wf3d8086/wl_draw.c:    ceiling=egaCeiling[gamestate.episode*10+mapon];\r
227 16/wf3d8086/wl_draw.c: unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon];\r
228 16/wf3d8086/wl_draw.c:  if (gamestate.victoryflag)\r
229 16/wf3d8086/wl_draw.c:  if (gamestate.weapon != -1)\r
230 16/wf3d8086/wl_draw.c:          shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe;\r
231 16/wf3d8086/wl_game.c:gametype  gamestate;\r
232 16/wf3d8086/wl_game.c:                            gamestate.secrettotal++;\r
233 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_hard)\r
234 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_medium)\r
235 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_hard)\r
236 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_medium)\r
237 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_hard)\r
238 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_medium)\r
239 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_hard)\r
240 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_medium)\r
241 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_hard)\r
242 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_medium)\r
243 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_hard)\r
244 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_medium)\r
245 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_hard)\r
246 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_medium)\r
247 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_hard)\r
248 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_medium)\r
249 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_hard)\r
250 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_medium)\r
251 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_hard)\r
252 16/wf3d8086/wl_game.c:                          if (gamestate.difficulty<gd_medium)\r
253 16/wf3d8086/wl_game.c:   gamestate.TimeCount=\r
254 16/wf3d8086/wl_game.c:   gamestate.secrettotal=\r
255 16/wf3d8086/wl_game.c:   gamestate.killtotal=\r
256 16/wf3d8086/wl_game.c:   gamestate.treasuretotal=\r
257 16/wf3d8086/wl_game.c:   gamestate.secretcount=\r
258 16/wf3d8086/wl_game.c:   gamestate.killcount=\r
259 16/wf3d8086/wl_game.c:   gamestate.treasurecount=0;\r
260 16/wf3d8086/wl_game.c:  CA_CacheMap (gamestate.mapon+10*gamestate.episode);\r
261 16/wf3d8086/wl_game.c:  mapon-=gamestate.episode*10;\r
262 16/wf3d8086/wl_game.c:  gamestate.mapon = level%10;\r
263 16/wf3d8086/wl_game.c:  gamestate.mapon = level;\r
264 16/wf3d8086/wl_game.c:  gamestate.mapon = *demoptr++;\r
265 16/wf3d8086/wl_game.c:  gamestate.difficulty = gd_hard;\r
266 16/wf3d8086/wl_game.c:  gamestate.weapon = -1;                  // take away weapon\r
267 16/wf3d8086/wl_game.c:    gamestate.lives--;\r
268 16/wf3d8086/wl_game.c:  if (gamestate.lives > -1)\r
269 16/wf3d8086/wl_game.c:          gamestate.health = 100;\r
270 16/wf3d8086/wl_game.c:          gamestate.weapon = gamestate.bestweapon\r
271 16/wf3d8086/wl_game.c:                  = gamestate.chosenweapon = wp_pistol;\r
272 16/wf3d8086/wl_game.c:          gamestate.ammo = STARTAMMO;\r
273 16/wf3d8086/wl_game.c:          gamestate.keys = 0;\r
274 16/wf3d8086/wl_game.c:          gamestate.attackframe = gamestate.attackcount =\r
275 16/wf3d8086/wl_game.c:          gamestate.weaponframe = 0;\r
276 16/wf3d8086/wl_game.c:            gamestate.score = gamestate.oldscore;\r
277 16/wf3d8086/wl_game.c:          if (gamestate.mapon == 20)      // give them the key allways\r
278 16/wf3d8086/wl_game.c:                  gamestate.keys |= 1;\r
279 16/wf3d8086/wl_game.c:                  gamestate.oldscore = gamestate.score;\r
280 16/wf3d8086/wl_game.c:                  gamestate.mapon = 20;\r
281 16/wf3d8086/wl_game.c:                  gamestate.keys = 0;\r
282 16/wf3d8086/wl_game.c:                  if (gamestate.mapon == 1)\r
283 16/wf3d8086/wl_game.c:                          CheckHighScore (gamestate.score,gamestate.mapon+1);\r
284 16/wf3d8086/wl_game.c:                  if (gamestate.mapon == 3)\r
285 16/wf3d8086/wl_game.c:                          CheckHighScore (gamestate.score,gamestate.mapon+1);\r
286 16/wf3d8086/wl_game.c:                  gamestate.oldscore = gamestate.score;\r
287 16/wf3d8086/wl_game.c:                  if (gamestate.mapon == 9)\r
288 16/wf3d8086/wl_game.c:                          gamestate.mapon = ElevatorBackTo[gamestate.episode];    // back from secret\r
289 16/wf3d8086/wl_game.c:                          gamestate.mapon = 9;\r
290 16/wf3d8086/wl_game.c:                          switch(gamestate.mapon)\r
291 16/wf3d8086/wl_game.c:                           case FROMSECRET1: gamestate.mapon = 18; break;\r
292 16/wf3d8086/wl_game.c:                           case FROMSECRET2: gamestate.mapon = 19; break;\r
293 16/wf3d8086/wl_game.c:                  if (gamestate.mapon == 18 || gamestate.mapon == 19)\r
294 16/wf3d8086/wl_game.c:                          switch(gamestate.mapon)\r
295 16/wf3d8086/wl_game.c:                           case 18: gamestate.mapon = FROMSECRET1+1; break;\r
296 16/wf3d8086/wl_game.c:                           case 19: gamestate.mapon = FROMSECRET2+1; break;\r
297 16/wf3d8086/wl_game.c:                          gamestate.mapon++;\r
298 16/wf3d8086/wl_game.c:                  if (gamestate.lives > -1)\r
299 16/wf3d8086/wl_game.c:                  CheckHighScore (gamestate.score,gamestate.mapon+1);\r
300 16/wf3d8086/wl_game.c:                  CheckHighScore (gamestate.score,gamestate.mapon+1);\r
301 16/wf3d8086/wl_inter.c: if (gamestate.difficulty>=gd_medium)\r
302 16/wf3d8086/wl_inter.c:  Write(26,2,itoa(gamestate.mapon+1,tempstr,10));\r
303 16/wf3d8086/wl_inter.c:  Write(30,12,parTimes[gamestate.episode*10+mapon].timestr);\r
304 16/wf3d8086/wl_inter.c:  Write(26,12,parTimes[gamestate.episode*10+mapon].timestr);\r
305 16/wf3d8086/wl_inter.c:  sec=gamestate.TimeCount/70;\r
306 16/wf3d8086/wl_inter.c:  if (gamestate.TimeCount<parTimes[gamestate.episode*10+mapon].time*4200)\r
307 16/wf3d8086/wl_inter.c:         timeleft=(parTimes[gamestate.episode*10+mapon].time*4200)/70-sec;\r
308 16/wf3d8086/wl_inter.c:  if (gamestate.killtotal)\r
309 16/wf3d8086/wl_inter.c:         kr=(gamestate.killcount*100)/gamestate.killtotal;\r
310 16/wf3d8086/wl_inter.c:  if (gamestate.secrettotal)\r
311 16/wf3d8086/wl_inter.c:         sr=(gamestate.secretcount*100)/gamestate.secrettotal;\r
312 16/wf3d8086/wl_inter.c:  if (gamestate.treasuretotal)\r
313 16/wf3d8086/wl_inter.c:         tr=(gamestate.treasurecount*100)/gamestate.treasuretotal;\r
314 16/wf3d8086/wl_inter.c: if (gamestate.mapon == 1)\r
315 16/wf3d8086/wl_inter.c: if (gamestate.mapon == 3)\r
316 16/wf3d8086/wl_inter.c: myscore.episode = gamestate.episode;\r
317 16/wf3d8086/wl_main.c:  memset (&gamestate,0,sizeof(gamestate));\r
318 16/wf3d8086/wl_main.c:  gamestate.difficulty = difficulty;\r
319 16/wf3d8086/wl_main.c:  gamestate.weapon = gamestate.bestweapon\r
320 16/wf3d8086/wl_main.c:          = gamestate.chosenweapon = wp_pistol;\r
321 16/wf3d8086/wl_main.c:  gamestate.health = 100;\r
322 16/wf3d8086/wl_main.c:  gamestate.ammo = STARTAMMO;\r
323 16/wf3d8086/wl_main.c:  gamestate.lives = 3;\r
324 16/wf3d8086/wl_main.c:  gamestate.nextextra = EXTRAPOINTS;\r
325 16/wf3d8086/wl_main.c:  gamestate.episode=episode;\r
326 16/wf3d8086/wl_main.c:  size += sizeof(gamestate) +\r
327 16/wf3d8086/wl_main.c:  CA_FarWrite (file,(void far *)&gamestate,sizeof(gamestate));\r
328 16/wf3d8086/wl_main.c:  checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);\r
329 16/wf3d8086/wl_main.c:  CA_FarRead (file,(void far *)&gamestate,sizeof(gamestate));\r
330 16/wf3d8086/wl_main.c:  checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);\r
331 16/wf3d8086/wl_main.c:   gamestate.score = 0;\r
332 16/wf3d8086/wl_main.c:   gamestate.lives = 1;\r
333 16/wf3d8086/wl_main.c:   gamestate.weapon =\r
334 16/wf3d8086/wl_main.c:     gamestate.chosenweapon =\r
335 16/wf3d8086/wl_main.c:     gamestate.bestweapon = wp_pistol;\r
336 16/wf3d8086/wl_main.c:   gamestate.ammo = 8;\r
337 16/wf3d8086/wl_main.c:                   gamestate.difficulty=level;\r
338 16/wf3d8086/wl_main.c:          gamestate.episode = tedlevelnum/10;\r
339 16/wf3d8086/wl_main.c:          gamestate.mapon = tedlevelnum%10;\r
340 16/wf3d8086/wl_main.c:          gamestate.episode = 0;\r
341 16/wf3d8086/wl_main.c:          gamestate.mapon = tedlevelnum;\r
342 16/wf3d8086/wl_menu.c:                          pickquick = gamestate.lives = 0;\r
343 16/wf3d8086/wl_menu.c:  pickquick = gamestate.lives = 0;\r
344 16/wf3d8086/wl_play.c:          gamestate.health = 100;\r
345 16/wf3d8086/wl_play.c:          gamestate.ammo = 99;\r
346 16/wf3d8086/wl_play.c:          gamestate.keys = 3;\r
347 16/wf3d8086/wl_play.c:          gamestate.score = 0;\r
348 16/wf3d8086/wl_play.c:          gamestate.TimeCount += 42000L;\r
349 16/wf3d8086/wl_play.c:  chunk = songs[gamestate.mapon+gamestate.episode*10];\r
350 16/wf3d8086/wl_play.c:          gamestate.TimeCount+=tics;\r
351 16/wf3d8086/wl_state.c:         if (gamestate.bestweapon < wp_machinegun)\r
352 16/wf3d8086/wl_state.c:         gamestate.killx = player->x;\r
353 16/wf3d8086/wl_state.c:         gamestate.killy = player->y;\r
354 16/wf3d8086/wl_state.c:         gamestate.killx = player->x;\r
355 16/wf3d8086/wl_state.c:         gamestate.killy = player->y;\r
356 16/wf3d8086/wl_state.c:         gamestate.killx = player->x;\r
357 16/wf3d8086/wl_state.c:         gamestate.killy = player->y;\r
358 16/wf3d8086/wl_state.c:         gamestate.killx = player->x;\r
359 16/wf3d8086/wl_state.c:         gamestate.killy = player->y;\r
360 16/wf3d8086/wl_state.c: gamestate.killcount++;\r
361 16/wf3d8086/wl_text.c:  ShowArticle(gamestate.episode + 1);\r
362 16/wf3d8086/wl_text.c:  artnum = endextern+gamestate.episode;\r
363 16/wf3d8086/wl_text.c:  endfilename[6] = '1'+gamestate.episode;\r
364 16/wf3d8086/wl_def.h:// gamestate structure\r
365 16/wf3d8086/wl_def.h:extern     gametype        gamestate;\r
366 ==== 16/wolf3d/WOLFSRC ====
367 16/wolf3d/WOLFSRC/WL_ACT1.C:              gamestate.treasuretotal++;
368 16/wolf3d/WOLFSRC/WL_ACT1.C:            if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) )
369 16/wolf3d/WOLFSRC/WL_ACT1.C:    if (gamestate.victoryflag)              // don't move door during victory sequence
370 16/wolf3d/WOLFSRC/WL_ACT1.C:    gamestate.secretcount++;
371 16/wolf3d/WOLFSRC/WL_ACT2.C:              gamestate.killtotal++;
372 16/wolf3d/WOLFSRC/WL_ACT2.C:              gamestate.killtotal++;
373 16/wolf3d/WOLFSRC/WL_ACT2.C:              gamestate.killtotal++;
374 16/wolf3d/WOLFSRC/WL_ACT2.C:              gamestate.killtotal++;
375 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][which];
376 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];
377 16/wolf3d/WOLFSRC/WL_ACT2.C:      gamestate.killtotal++;
378 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];
379 16/wolf3d/WOLFSRC/WL_ACT2.C:      gamestate.killtotal++;
380 16/wolf3d/WOLFSRC/WL_ACT2.C:              gamestate.killtotal++;
381 16/wolf3d/WOLFSRC/WL_ACT2.C:              gamestate.killtotal++;
382 16/wolf3d/WOLFSRC/WL_ACT2.C:              gamestate.killtotal++;
383 16/wolf3d/WOLFSRC/WL_ACT2.C:              gamestate.killtotal++;
384 16/wolf3d/WOLFSRC/WL_ACT2.C:              gamestate.killtotal++;
385 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][which];
386 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];
387 16/wolf3d/WOLFSRC/WL_ACT2.C:      gamestate.killtotal++;
388 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];
389 16/wolf3d/WOLFSRC/WL_ACT2.C:      gamestate.killtotal++;
390 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][en_will];
391 16/wolf3d/WOLFSRC/WL_ACT2.C:      gamestate.killtotal++;
392 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][en_death];
393 16/wolf3d/WOLFSRC/WL_ACT2.C:      gamestate.killtotal++;
394 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];
395 16/wolf3d/WOLFSRC/WL_ACT2.C:      gamestate.killtotal++;
396 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];
397 16/wolf3d/WOLFSRC/WL_ACT2.C:      gamestate.killtotal++;
398 16/wolf3d/WOLFSRC/WL_ACT2.C:      gamestate.killtotal++;
399 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];
400 16/wolf3d/WOLFSRC/WL_ACT2.C:      gamestate.killtotal++;
401 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];
402 16/wolf3d/WOLFSRC/WL_ACT2.C:      gamestate.killtotal++;
403 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];
404 16/wolf3d/WOLFSRC/WL_ACT2.C:      gamestate.killtotal++;
405 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];
406 16/wolf3d/WOLFSRC/WL_ACT2.C:      gamestate.killtotal++;
407 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];
408 16/wolf3d/WOLFSRC/WL_ACT2.C:      gamestate.killtotal++;
409 16/wolf3d/WOLFSRC/WL_ACT2.C:    new->hitpoints = hitpoints[gamestate.difficulty];
410 16/wolf3d/WOLFSRC/WL_ACT2.C:    if (gamestate.victoryflag)
411 16/wolf3d/WOLFSRC/WL_ACT2.C:    if (gamestate.victoryflag)
412 16/wolf3d/WOLFSRC/WL_ACT2.C:    gamestate.victoryflag = true;
413 16/wolf3d/WOLFSRC/WL_ACT2.C:    player->x = gamestate.killx;
414 16/wolf3d/WOLFSRC/WL_ACT2.C:    player->y = gamestate.killy;
415 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (!gamestate.ammo)            // must use knife with no ammo
416 16/wolf3d/WOLFSRC/WL_AGENT.C:   for (i=wp_knife ; i<=gamestate.bestweapon ; i++)
417 16/wolf3d/WOLFSRC/WL_AGENT.C:                   gamestate.weapon = gamestate.chosenweapon = i;
418 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.victoryflag)              // watching the BJ actor
419 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.health)
420 16/wolf3d/WOLFSRC/WL_AGENT.C:                   StatusDrawPic (17,4,GODMODEFACE1PIC+gamestate.faceframe);
421 16/wolf3d/WOLFSRC/WL_AGENT.C:           StatusDrawPic (17,4,FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);
422 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.faceframe = (US_RndT()>>6);
423 16/wolf3d/WOLFSRC/WL_AGENT.C:           if (gamestate.faceframe==3)
424 16/wolf3d/WOLFSRC/WL_AGENT.C:                   gamestate.faceframe = 1;
425 16/wolf3d/WOLFSRC/WL_AGENT.C:   LatchNumber (21,16,3,gamestate.health);
426 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.victoryflag)
427 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.difficulty==gd_baby)
428 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.health -= points;
429 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.health<=0)
430 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.health = 0;
431 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (points > 30 && gamestate.health!=0 && !godmode)
432 16/wolf3d/WOLFSRC/WL_AGENT.C:   gamestate.health += points;
433 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.health>100)
434 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.health = 100;
435 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.mapon == 20)
436 16/wolf3d/WOLFSRC/WL_AGENT.C:   LatchNumber (2,16,2,gamestate.mapon+1);
437 16/wolf3d/WOLFSRC/WL_AGENT.C:   LatchNumber (14,16,1,gamestate.lives);
438 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.lives<9)
439 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.lives++;
440 16/wolf3d/WOLFSRC/WL_AGENT.C:   LatchNumber (6,16,6,gamestate.score);
441 16/wolf3d/WOLFSRC/WL_AGENT.C:   gamestate.score += points;
442 16/wolf3d/WOLFSRC/WL_AGENT.C:   while (gamestate.score >= gamestate.nextextra)
443 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.nextextra += EXTRAPOINTS;
444 16/wolf3d/WOLFSRC/WL_AGENT.C:   StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);
445 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.keys & 1)
446 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.keys & 2)
447 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.bestweapon<weapon)
448 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.bestweapon = gamestate.weapon
449 16/wolf3d/WOLFSRC/WL_AGENT.C:           = gamestate.chosenweapon = weapon;
450 16/wolf3d/WOLFSRC/WL_AGENT.C:   LatchNumber (27,16,2,gamestate.ammo);
451 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (!gamestate.ammo)                            // knife was out
452 16/wolf3d/WOLFSRC/WL_AGENT.C:           if (!gamestate.attackframe)
453 16/wolf3d/WOLFSRC/WL_AGENT.C:                   gamestate.weapon = gamestate.chosenweapon;
454 16/wolf3d/WOLFSRC/WL_AGENT.C:   gamestate.ammo += ammo;
455 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.ammo > 99)
456 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.ammo = 99;
457 16/wolf3d/WOLFSRC/WL_AGENT.C:   gamestate.keys |= (1<<key);
458 16/wolf3d/WOLFSRC/WL_AGENT.C:           if (gamestate.health == 100)
459 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.treasurecount++;
460 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.treasurecount++;
461 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.treasurecount++;
462 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.treasurecount++;
463 16/wolf3d/WOLFSRC/WL_AGENT.C:           if (gamestate.ammo == 99)
464 16/wolf3d/WOLFSRC/WL_AGENT.C:           if (gamestate.ammo == 99)
465 16/wolf3d/WOLFSRC/WL_AGENT.C:           if (gamestate.ammo == 99)
466 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.treasurecount++;
467 16/wolf3d/WOLFSRC/WL_AGENT.C:           if (gamestate.health == 100)
468 16/wolf3d/WOLFSRC/WL_AGENT.C:           if (gamestate.health == 100)
469 16/wolf3d/WOLFSRC/WL_AGENT.C:           if (gamestate.health >10)
470 16/wolf3d/WOLFSRC/WL_AGENT.C:   gamestate.victoryflag = true;
471 16/wolf3d/WOLFSRC/WL_AGENT.C:   gamestate.weaponframe = 0;
472 16/wolf3d/WOLFSRC/WL_AGENT.C:   gamestate.attackframe = 0;
473 16/wolf3d/WOLFSRC/WL_AGENT.C:   gamestate.attackcount =
474 16/wolf3d/WOLFSRC/WL_AGENT.C:           attackinfo[gamestate.weapon][gamestate.attackframe].tics;
475 16/wolf3d/WOLFSRC/WL_AGENT.C:   gamestate.weaponframe =
476 16/wolf3d/WOLFSRC/WL_AGENT.C:           attackinfo[gamestate.weapon][gamestate.attackframe].frame;
477 16/wolf3d/WOLFSRC/WL_AGENT.C:   switch (gamestate.weapon)
478 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.victoryflag)              // watching the BJ actor
479 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.victoryflag)              // watching the BJ actor
480 16/wolf3d/WOLFSRC/WL_AGENT.C:   gamestate.attackcount -= tics;
481 16/wolf3d/WOLFSRC/WL_AGENT.C:   while (gamestate.attackcount <= 0)
482 16/wolf3d/WOLFSRC/WL_AGENT.C:           cur = &attackinfo[gamestate.weapon][gamestate.attackframe];
483 16/wolf3d/WOLFSRC/WL_AGENT.C:                   if (!gamestate.ammo)
484 16/wolf3d/WOLFSRC/WL_AGENT.C:                           gamestate.weapon = wp_knife;
485 16/wolf3d/WOLFSRC/WL_AGENT.C:                           if (gamestate.weapon != gamestate.chosenweapon)
486 16/wolf3d/WOLFSRC/WL_AGENT.C:                                   gamestate.weapon = gamestate.chosenweapon;
487 16/wolf3d/WOLFSRC/WL_AGENT.C:                   gamestate.attackframe = gamestate.weaponframe = 0;
488 16/wolf3d/WOLFSRC/WL_AGENT.C:                   if (!gamestate.ammo)
489 16/wolf3d/WOLFSRC/WL_AGENT.C:                           gamestate.attackframe -= 2;
490 16/wolf3d/WOLFSRC/WL_AGENT.C:                   if (!gamestate.ammo)
491 16/wolf3d/WOLFSRC/WL_AGENT.C:                           gamestate.attackframe++;
492 16/wolf3d/WOLFSRC/WL_AGENT.C:                   gamestate.ammo--;
493 16/wolf3d/WOLFSRC/WL_AGENT.C:                   if (gamestate.ammo && buttonstate[bt_attack])
494 16/wolf3d/WOLFSRC/WL_AGENT.C:                           gamestate.attackframe -= 2;
495 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.attackcount += cur->tics;
496 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.attackframe++;
497 16/wolf3d/WOLFSRC/WL_AGENT.C:           gamestate.weaponframe =
498 16/wolf3d/WOLFSRC/WL_AGENT.C:                   attackinfo[gamestate.weapon][gamestate.attackframe].frame;
499 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.victoryflag)              // watching the BJ actor
500 16/wolf3d/WOLFSRC/WL_AGENT.C:   if (gamestate.victoryflag)              // watching the BJ actor
501 16/wolf3d/WOLFSRC/WL_DEBUG.C://         gamestate.mapon++;
502 16/wolf3d/WOLFSRC/WL_DEBUG.C:           if (gamestate.bestweapon<wp_chaingun)
503 16/wolf3d/WOLFSRC/WL_DEBUG.C:                   GiveWeapon (gamestate.bestweapon+1);
504 16/wolf3d/WOLFSRC/WL_DEBUG.C:           gamestate.ammo += 50;
505 16/wolf3d/WOLFSRC/WL_DEBUG.C:           if (gamestate.ammo > 99)
506 16/wolf3d/WOLFSRC/WL_DEBUG.C:                   gamestate.ammo = 99;
507 16/wolf3d/WOLFSRC/WL_DEBUG.C:                           gamestate.mapon = level-1;
508 16/wolf3d/WOLFSRC/WL_DRAW.C: unsigned floor=egaFloor[gamestate.episode*10+mapon],
509 16/wolf3d/WOLFSRC/WL_DRAW.C:      ceiling=egaCeiling[gamestate.episode*10+mapon];
510 16/wolf3d/WOLFSRC/WL_DRAW.C: unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon];
511 16/wolf3d/WOLFSRC/WL_DRAW.C:    if (gamestate.victoryflag)
512 16/wolf3d/WOLFSRC/WL_DRAW.C:    if (gamestate.weapon != -1)
513 16/wolf3d/WOLFSRC/WL_DRAW.C:            shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe;
514 16/wolf3d/WOLFSRC/WL_GAME.C:gametype    gamestate;
515 16/wolf3d/WOLFSRC/WL_GAME.C:                              gamestate.secrettotal++;
516 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_hard)
517 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_medium)
518 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_hard)
519 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_medium)
520 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_hard)
521 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_medium)
522 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_hard)
523 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_medium)
524 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_hard)
525 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_medium)
526 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_hard)
527 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_medium)
528 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_hard)
529 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_medium)
530 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_hard)
531 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_medium)
532 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_hard)
533 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_medium)
534 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_hard)
535 16/wolf3d/WOLFSRC/WL_GAME.C:                            if (gamestate.difficulty<gd_medium)
536 16/wolf3d/WOLFSRC/WL_GAME.C:     gamestate.TimeCount=
537 16/wolf3d/WOLFSRC/WL_GAME.C:     gamestate.secrettotal=
538 16/wolf3d/WOLFSRC/WL_GAME.C:     gamestate.killtotal=
539 16/wolf3d/WOLFSRC/WL_GAME.C:     gamestate.treasuretotal=
540 16/wolf3d/WOLFSRC/WL_GAME.C:     gamestate.secretcount=
541 16/wolf3d/WOLFSRC/WL_GAME.C:     gamestate.killcount=
542 16/wolf3d/WOLFSRC/WL_GAME.C:     gamestate.treasurecount=0;
543 16/wolf3d/WOLFSRC/WL_GAME.C:    CA_CacheMap (gamestate.mapon+10*gamestate.episode);
544 16/wolf3d/WOLFSRC/WL_GAME.C:    mapon-=gamestate.episode*10;
545 16/wolf3d/WOLFSRC/WL_GAME.C:    gamestate.mapon = level%10;
546 16/wolf3d/WOLFSRC/WL_GAME.C:    gamestate.mapon = level;
547 16/wolf3d/WOLFSRC/WL_GAME.C:    gamestate.mapon = *demoptr++;
548 16/wolf3d/WOLFSRC/WL_GAME.C:    gamestate.difficulty = gd_hard;
549 16/wolf3d/WOLFSRC/WL_GAME.C:    gamestate.weapon = -1;                  // take away weapon
550 16/wolf3d/WOLFSRC/WL_GAME.C:      gamestate.lives--;
551 16/wolf3d/WOLFSRC/WL_GAME.C:    if (gamestate.lives > -1)
552 16/wolf3d/WOLFSRC/WL_GAME.C:            gamestate.health = 100;
553 16/wolf3d/WOLFSRC/WL_GAME.C:            gamestate.weapon = gamestate.bestweapon
554 16/wolf3d/WOLFSRC/WL_GAME.C:                    = gamestate.chosenweapon = wp_pistol;
555 16/wolf3d/WOLFSRC/WL_GAME.C:            gamestate.ammo = STARTAMMO;
556 16/wolf3d/WOLFSRC/WL_GAME.C:            gamestate.keys = 0;
557 16/wolf3d/WOLFSRC/WL_GAME.C:            gamestate.attackframe = gamestate.attackcount =
558 16/wolf3d/WOLFSRC/WL_GAME.C:            gamestate.weaponframe = 0;
559 16/wolf3d/WOLFSRC/WL_GAME.C:              gamestate.score = gamestate.oldscore;
560 16/wolf3d/WOLFSRC/WL_GAME.C:            if (gamestate.mapon == 20)      // give them the key allways
561 16/wolf3d/WOLFSRC/WL_GAME.C:                    gamestate.keys |= 1;
562 16/wolf3d/WOLFSRC/WL_GAME.C:                    gamestate.oldscore = gamestate.score;
563 16/wolf3d/WOLFSRC/WL_GAME.C:                    gamestate.mapon = 20;
564 16/wolf3d/WOLFSRC/WL_GAME.C:                    gamestate.keys = 0;
565 16/wolf3d/WOLFSRC/WL_GAME.C:                    if (gamestate.mapon == 1)
566 16/wolf3d/WOLFSRC/WL_GAME.C:                            CheckHighScore (gamestate.score,gamestate.mapon+1);
567 16/wolf3d/WOLFSRC/WL_GAME.C:                    if (gamestate.mapon == 3)
568 16/wolf3d/WOLFSRC/WL_GAME.C:                            CheckHighScore (gamestate.score,gamestate.mapon+1);
569 16/wolf3d/WOLFSRC/WL_GAME.C:                    gamestate.oldscore = gamestate.score;
570 16/wolf3d/WOLFSRC/WL_GAME.C:                    if (gamestate.mapon == 9)
571 16/wolf3d/WOLFSRC/WL_GAME.C:                            gamestate.mapon = ElevatorBackTo[gamestate.episode];    // back from secret
572 16/wolf3d/WOLFSRC/WL_GAME.C:                            gamestate.mapon = 9;
573 16/wolf3d/WOLFSRC/WL_GAME.C:                            switch(gamestate.mapon)
574 16/wolf3d/WOLFSRC/WL_GAME.C:                             case FROMSECRET1: gamestate.mapon = 18; break;
575 16/wolf3d/WOLFSRC/WL_GAME.C:                             case FROMSECRET2: gamestate.mapon = 19; break;
576 16/wolf3d/WOLFSRC/WL_GAME.C:                    if (gamestate.mapon == 18 || gamestate.mapon == 19)
577 16/wolf3d/WOLFSRC/WL_GAME.C:                            switch(gamestate.mapon)
578 16/wolf3d/WOLFSRC/WL_GAME.C:                             case 18: gamestate.mapon = FROMSECRET1+1; break;
579 16/wolf3d/WOLFSRC/WL_GAME.C:                             case 19: gamestate.mapon = FROMSECRET2+1; break;
580 16/wolf3d/WOLFSRC/WL_GAME.C:                            gamestate.mapon++;
581 16/wolf3d/WOLFSRC/WL_GAME.C:                    if (gamestate.lives > -1)
582 16/wolf3d/WOLFSRC/WL_GAME.C:                    CheckHighScore (gamestate.score,gamestate.mapon+1);
583 16/wolf3d/WOLFSRC/WL_GAME.C:                    CheckHighScore (gamestate.score,gamestate.mapon+1);
584 16/wolf3d/WOLFSRC/WL_INTER.C:   if (gamestate.difficulty>=gd_medium)
585 16/wolf3d/WOLFSRC/WL_INTER.C:    Write(26,2,itoa(gamestate.mapon+1,tempstr,10));
586 16/wolf3d/WOLFSRC/WL_INTER.C:    Write(30,12,parTimes[gamestate.episode*10+mapon].timestr);
587 16/wolf3d/WOLFSRC/WL_INTER.C:    Write(26,12,parTimes[gamestate.episode*10+mapon].timestr);
588 16/wolf3d/WOLFSRC/WL_INTER.C:    sec=gamestate.TimeCount/70;
589 16/wolf3d/WOLFSRC/WL_INTER.C:    if (gamestate.TimeCount<parTimes[gamestate.episode*10+mapon].time*4200)
590 16/wolf3d/WOLFSRC/WL_INTER.C:           timeleft=(parTimes[gamestate.episode*10+mapon].time*4200)/70-sec;
591 16/wolf3d/WOLFSRC/WL_INTER.C:    if (gamestate.killtotal)
592 16/wolf3d/WOLFSRC/WL_INTER.C:           kr=(gamestate.killcount*100)/gamestate.killtotal;
593 16/wolf3d/WOLFSRC/WL_INTER.C:    if (gamestate.secrettotal)
594 16/wolf3d/WOLFSRC/WL_INTER.C:           sr=(gamestate.secretcount*100)/gamestate.secrettotal;
595 16/wolf3d/WOLFSRC/WL_INTER.C:    if (gamestate.treasuretotal)
596 16/wolf3d/WOLFSRC/WL_INTER.C:           tr=(gamestate.treasurecount*100)/gamestate.treasuretotal;
597 16/wolf3d/WOLFSRC/WL_INTER.C:   if (gamestate.mapon == 1)
598 16/wolf3d/WOLFSRC/WL_INTER.C:   if (gamestate.mapon == 3)
599 16/wolf3d/WOLFSRC/WL_INTER.C:   myscore.episode = gamestate.episode;
600 16/wolf3d/WOLFSRC/WL_MAIN.C:    memset (&gamestate,0,sizeof(gamestate));
601 16/wolf3d/WOLFSRC/WL_MAIN.C:    gamestate.difficulty = difficulty;
602 16/wolf3d/WOLFSRC/WL_MAIN.C:    gamestate.weapon = gamestate.bestweapon
603 16/wolf3d/WOLFSRC/WL_MAIN.C:            = gamestate.chosenweapon = wp_pistol;
604 16/wolf3d/WOLFSRC/WL_MAIN.C:    gamestate.health = 100;
605 16/wolf3d/WOLFSRC/WL_MAIN.C:    gamestate.ammo = STARTAMMO;
606 16/wolf3d/WOLFSRC/WL_MAIN.C:    gamestate.lives = 3;
607 16/wolf3d/WOLFSRC/WL_MAIN.C:    gamestate.nextextra = EXTRAPOINTS;
608 16/wolf3d/WOLFSRC/WL_MAIN.C:    gamestate.episode=episode;
609 16/wolf3d/WOLFSRC/WL_MAIN.C:    size += sizeof(gamestate) +
610 16/wolf3d/WOLFSRC/WL_MAIN.C:    CA_FarWrite (file,(void far *)&gamestate,sizeof(gamestate));
611 16/wolf3d/WOLFSRC/WL_MAIN.C:    checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);
612 16/wolf3d/WOLFSRC/WL_MAIN.C:    CA_FarRead (file,(void far *)&gamestate,sizeof(gamestate));
613 16/wolf3d/WOLFSRC/WL_MAIN.C:    checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);
614 16/wolf3d/WOLFSRC/WL_MAIN.C:     gamestate.score = 0;
615 16/wolf3d/WOLFSRC/WL_MAIN.C:     gamestate.lives = 1;
616 16/wolf3d/WOLFSRC/WL_MAIN.C:     gamestate.weapon =
617 16/wolf3d/WOLFSRC/WL_MAIN.C:       gamestate.chosenweapon =
618 16/wolf3d/WOLFSRC/WL_MAIN.C:       gamestate.bestweapon = wp_pistol;
619 16/wolf3d/WOLFSRC/WL_MAIN.C:     gamestate.ammo = 8;
620 16/wolf3d/WOLFSRC/WL_MAIN.C:                     gamestate.difficulty=level;
621 16/wolf3d/WOLFSRC/WL_MAIN.C:            gamestate.episode = tedlevelnum/10;
622 16/wolf3d/WOLFSRC/WL_MAIN.C:            gamestate.mapon = tedlevelnum%10;
623 16/wolf3d/WOLFSRC/WL_MAIN.C:            gamestate.episode = 0;
624 16/wolf3d/WOLFSRC/WL_MAIN.C:            gamestate.mapon = tedlevelnum;
625 16/wolf3d/WOLFSRC/WL_MENU.C:                            pickquick = gamestate.lives = 0;
626 16/wolf3d/WOLFSRC/WL_MENU.C:    pickquick = gamestate.lives = 0;
627 16/wolf3d/WOLFSRC/WL_PLAY.C:            gamestate.health = 100;
628 16/wolf3d/WOLFSRC/WL_PLAY.C:            gamestate.ammo = 99;
629 16/wolf3d/WOLFSRC/WL_PLAY.C:            gamestate.keys = 3;
630 16/wolf3d/WOLFSRC/WL_PLAY.C:            gamestate.score = 0;
631 16/wolf3d/WOLFSRC/WL_PLAY.C:            gamestate.TimeCount += 42000L;
632 16/wolf3d/WOLFSRC/WL_PLAY.C:    chunk = songs[gamestate.mapon+gamestate.episode*10];
633 16/wolf3d/WOLFSRC/WL_PLAY.C:            gamestate.TimeCount+=tics;
634 16/wolf3d/WOLFSRC/WL_STATE.C:           if (gamestate.bestweapon < wp_machinegun)
635 16/wolf3d/WOLFSRC/WL_STATE.C:           gamestate.killx = player->x;
636 16/wolf3d/WOLFSRC/WL_STATE.C:           gamestate.killy = player->y;
637 16/wolf3d/WOLFSRC/WL_STATE.C:           gamestate.killx = player->x;
638 16/wolf3d/WOLFSRC/WL_STATE.C:           gamestate.killy = player->y;
639 16/wolf3d/WOLFSRC/WL_STATE.C:           gamestate.killx = player->x;
640 16/wolf3d/WOLFSRC/WL_STATE.C:           gamestate.killy = player->y;
641 16/wolf3d/WOLFSRC/WL_STATE.C:           gamestate.killx = player->x;
642 16/wolf3d/WOLFSRC/WL_STATE.C:           gamestate.killy = player->y;
643 16/wolf3d/WOLFSRC/WL_STATE.C:   gamestate.killcount++;
644 16/wolf3d/WOLFSRC/WL_TEXT.C:    ShowArticle(gamestate.episode + 1);
645 16/wolf3d/WOLFSRC/WL_TEXT.C:    artnum = endextern+gamestate.episode;
646 16/wolf3d/WOLFSRC/WL_TEXT.C:    endfilename[6] = '1'+gamestate.episode;
647 16/wolf3d/WOLFSRC/WL_DEF.H:// gamestate structure
648 16/wolf3d/WOLFSRC/WL_DEF.H:extern       gametype        gamestate;
649 ===============         ./qwolf.sh end          ===============