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https://github.com/KartKrewDev/RingRacers.git
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* Rework HU_UpdatePatch to HU_UpdateOrBlankPatch with a "required" boolean.
* If desired graphic is not present in resources:
* If required is true, return `missingpat`.
* If false, return NULL as before (font compatibility).
* Add an alias with the previous function signature, so you don't need to add a million `true`s everywhere.
* Remove a ton of irrelevant graphics the game attempts to cache only because of code inherited from vanilla SRB2.
* Remove the unused hudinfo system, also inherited from vanilla SRB2.
88 lines
2.2 KiB
C
88 lines
2.2 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file st_stuff.h
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/// \brief Status bar header
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#ifndef __STSTUFF_H__
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#define __STSTUFF_H__
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#include "doomtype.h"
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#include "d_event.h"
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#include "d_player.h"
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#include "r_defs.h"
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// SRB2Kart
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#include "r_skins.h" // NUMFACES
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//
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// STATUS BAR
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//
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// Called by main loop.
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void ST_Ticker(boolean run);
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// Called when naming a replay.
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void ST_DrawDemoTitleEntry(void);
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#ifdef HAVE_DISCORDRPC
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// Called when you have Discord asks
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void ST_AskToJoinEnvelope(void);
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#endif
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// Called by main loop.
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void ST_Drawer(void);
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// Called when the console player is spawned on each level.
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void ST_Start(void);
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// Called by startup code.
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void ST_Init(void);
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// Called by G_Responder() when pressing F12 while viewing a demo.
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void ST_changeDemoView(void);
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void ST_UnloadGraphics(void);
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void ST_LoadGraphics(void);
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// face load graphics, called when skin changes
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void ST_LoadFaceGraphics(INT32 playernum);
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void ST_ReloadSkinFaceGraphics(void);
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void ST_doPaletteStuff(void);
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// title card
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void ST_startTitleCard(void);
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void ST_runTitleCard(void);
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void ST_drawTitleCard(void);
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void ST_preDrawTitleCard(void);
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void ST_preLevelTitleCardDrawer(void);
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extern tic_t lt_ticker, lt_lasttic;
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extern tic_t lt_exitticker, lt_endtime;
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// return if player a is in the same team as player b
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boolean ST_SameTeam(player_t *a, player_t *b);
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//--------------------
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// status bar overlay
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//--------------------
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extern boolean st_overlay; // sb overlay on or off when fullscreen
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extern INT32 st_palette; // 0 is default, any others are special palettes.
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extern UINT32 st_translucency;
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extern lumpnum_t st_borderpatchnum;
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// patches, also used in intermission
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extern patch_t *faceprefix[MAXSKINS][NUMFACES];
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extern UINT16 objectsdrawn;
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#endif
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