RingRacers/src/st_stuff.h
toaster b09a9b40c4 Account for Hidden Palace-like replacement levels in the round queue and ranking systems
- When a nextmapoverride is in play, do not insert the just-played map into the GP Rank
- Put all the behaviour that determines which Round icon to show in exactly one places

Also, fix a bug where it would show the skin realname for a spectating player's tally instead of the ROUND text.
2023-11-19 18:01:02 +00:00

105 lines
2.5 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file st_stuff.h
/// \brief Status bar header
#ifndef __STSTUFF_H__
#define __STSTUFF_H__
#include "doomtype.h"
#include "d_event.h"
#include "d_player.h"
#include "r_defs.h"
// SRB2Kart
#include "r_skins.h" // NUMFACES
#ifdef __cplusplus
extern "C" {
#endif
//
// STATUS BAR
//
// Called by main loop.
void ST_Ticker(boolean run);
// Called when naming a replay.
void ST_DrawDemoTitleEntry(void);
#ifdef HAVE_DISCORDRPC
// Called when you have Discord asks
void ST_AskToJoinEnvelope(void);
#endif
// devmode
void ST_drawDebugInfo(void);
// Called by main loop.
void ST_Drawer(void);
// Called when the console player is spawned on each level.
void ST_Start(void);
// Called by startup code.
void ST_Init(void);
// Called by G_Responder() when pressing F12 while viewing a demo.
void ST_changeDemoView(void);
void ST_UnloadGraphics(void);
void ST_LoadGraphics(void);
// face load graphics, called when skin changes
void ST_LoadFaceGraphics(INT32 playernum);
void ST_ReloadSkinFaceGraphics(void);
void ST_doPaletteStuff(void);
// title card
void ST_startTitleCard(void);
void ST_runTitleCard(void);
void ST_drawTitleCard(void);
void ST_preDrawTitleCard(void);
void ST_preLevelTitleCardDrawer(void);
patch_t *ST_getRoundPicture(boolean small);
extern tic_t lt_ticker, lt_lasttic;
extern tic_t lt_exitticker, lt_endtime;
extern tic_t lt_fade;
void ST_DrawServerSplash(boolean timelimited);
// return if player a is in the same team as player b
boolean ST_SameTeam(player_t *a, player_t *b);
//--------------------
// status bar overlay
//--------------------
extern boolean st_overlay; // sb overlay on or off when fullscreen
extern INT32 st_palette; // 0 is default, any others are special palettes.
extern UINT32 st_translucency; // HUD fading for elements not attached to specific players
extern fixed_t st_fadein; // transitioning value per player, FRACUNIT = fully in view
extern lumpnum_t st_borderpatchnum;
// patches, also used in intermission
extern patch_t *faceprefix[MAXSKINS][NUMFACES];
extern UINT16 objectsdrawn;
#ifdef __cplusplus
} // extern "C"
#endif
#endif