------------------------------------------------------------------------------- ./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 99) 16/wf3d8086/wl_agent.c: gamestate.ammo = 99; 16/wf3d8086/wl_agent.c: gamestate.keys |= (1<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 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 -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.TimeCountx; 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 99) 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.ammo = 99; 16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.keys |= (1<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 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 -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.TimeCountx; 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 ===============