--- /dev/null
+-------------------------------------------------------------------------------
+ ./qkeen.sh start
+-------------------------------------------------------------------------------
+16/keen/id_us.c:// US_CheckHighScore() - Checks gamestate to see if the just-ended game\r
+16/keen/kd_act1.c: if ( (ob->temp3+=tics) >= flowertime[gamestate.difficulty])\r
+16/keen/kd_demo.c: gamestate.worldx = 0; // spawn keen at starting spot\r
+16/keen/kd_demo.c: gamestate.mapon = 0;\r
+16/keen/kd_demo.c: gamestate.score = 0;\r
+16/keen/kd_demo.c: gamestate.nextextra = 20000;\r
+16/keen/kd_demo.c: gamestate.lives = 3;\r
+16/keen/kd_demo.c: gamestate.flowerpowers = gamestate.boobusbombs = 0;\r
+16/keen/kd_demo.c: gamestate.leveldone[i] = false;\r
+16/keen/kd_demo.c: US_PrintUnsigned(gamestate.lives);\r
+16/keen/kd_demo.c: US_PrintUnsigned(gamestate.boobusbombs);\r
+16/keen/kd_demo.c: US_PrintUnsigned(gamestate.nextextra);\r
+16/keen/kd_demo.c: US_PrintUnsigned(gamestate.keys);\r
+16/keen/kd_demo.c: if (!CA_FarWrite(file,(void far *)&gamestate,sizeof(gamestate)))\r
+16/keen/kd_demo.c: if (!CA_FarRead(file,(void far *)&gamestate,sizeof(gamestate)))\r
+16/keen/kd_demo.c: gamestate.mapon = tedlevelnum;\r
+16/keen/kd_keen.c: if ((gamestate.score>>16) != ob->temp1\r
+16/keen/kd_keen.c: || (unsigned)gamestate.score != ob->temp2 )\r
+16/keen/kd_keen.c: ltoa (gamestate.score,str,10);\r
+16/keen/kd_keen.c: ob->temp1 = gamestate.score>>16;\r
+16/keen/kd_keen.c: ob->temp2 = gamestate.score;\r
+16/keen/kd_keen.c: number = gamestate.boobusbombs;\r
+16/keen/kd_keen.c: number = gamestate.flowerpowers;\r
+16/keen/kd_keen.c: ob->temp3 = gamestate.flowerpowers;\r
+16/keen/kd_keen.c: if (gamestate.lives != ob->temp4)\r
+16/keen/kd_keen.c: if (gamestate.lives>9)\r
+16/keen/kd_keen.c: MemDrawChar (gamestate.lives +1,dest,width,planesize);\r
+16/keen/kd_keen.c: ob->temp4 = gamestate.lives;\r
+16/keen/kd_keen.c: if (!gamestate.boobusbombs)\r
+16/keen/kd_keen.c: gamestate.bombsthislevel--;\r
+16/keen/kd_keen.c: gamestate.boobusbombs--;\r
+16/keen/kd_keen.c: if (!gamestate.flowerpowers)\r
+16/keen/kd_keen.c: gamestate.flowerpowers--;\r
+16/keen/kd_keen.c: if (!gamestate.worldx)\r
+16/keen/kd_keen.c: player->x = gamestate.worldx;\r
+16/keen/kd_keen.c: player->y = gamestate.worldy;\r
+16/keen/kd_keen.c: if (gamestate.boobusbombs < 12)\r
+16/keen/kd_keen.c: gamestate.worldx = ob->x;\r
+16/keen/kd_keen.c: gamestate.worldy = ob->y;\r
+16/keen/kd_keen.c: gamestate.mapon = tile-2;\r
+16/keen/kd_keen.c: gamestate.lives++;\r
+16/keen/kd_keen.c: gamestate.lives+=3;\r
+16/keen/kd_keen.c: gamestate.flowerpowers+=8;\r
+16/keen/kd_keen.c: gamestate.flowerpowers++;\r
+16/keen/kd_keen.c: gamestate.flowerpowers+=5;\r
+16/keen/kd_keen.c: gamestate.boobusbombs++;\r
+16/keen/kd_keen.c: gamestate.bombsthislevel++;\r
+16/keen/kd_keen.c: gamestate.keys++;\r
+16/keen/kd_keen.c: if (gamestate.keys)\r
+16/keen/kd_keen.c: gamestate.keys--;\r
+16/keen/kd_main.c: gamestate.boobusbombs=99;\r
+16/keen/kd_main.c: gamestate.flowerpowers=99;\r
+16/keen/kd_main.c: gamestate.keys=99;\r
+16/keen/kd_main.c: gamestate.mapon = level;\r
+16/keen/kd_play.c:gametype gamestate;\r
+16/keen/kd_play.c: if (info>=3 && info<=18 && gamestate.leveldone[info-2])\r
+16/keen/kd_play.c: CA_CacheMap (gamestate.mapon);\r
+16/keen/kd_play.c: gamestate.score += points;\r
+16/keen/kd_play.c: if (gamestate.score >= gamestate.nextextra)\r
+16/keen/kd_play.c: gamestate.lives++;\r
+16/keen/kd_play.c: gamestate.nextextra*=2;\r
+16/keen/kd_play.c: gamestate.keys = 0;\r
+16/keen/kd_play.c: gamestate.boobusbombs -= gamestate.bombsthislevel;\r
+16/keen/kd_play.c: gamestate.lives--;\r
+16/keen/kd_play.c: if (gamestate.lives < 0)\r
+16/keen/kd_play.c: gamestate.mapon = 0; // exit to tuberia\r
+16/keen/kd_play.c: gamestate.mapon = 0; // exit to tuberia\r
+16/keen/kd_play.c: gamestate.difficulty = restartgame;\r
+16/keen/kd_play.c: gamestate.bombsthislevel = 0;\r
+16/keen/kd_play.c: gamestate.leveldone[mapon] = true; // finished the level\r
+16/keen/kd_play.c: gamestate.mapon = 0;\r
+16/keen/kd_play.c: } while (gamestate.lives>-1 && playstate!=victorious);\r
+16/keen/kd_play.c: if (gamestate.leveldone[i])\r
+16/keen/kd_play.c: US_CheckHighScore (gamestate.score,cities);\r
+16/keen/kd_def.h:extern gametype gamestate;\r
+=============== ./qkeen.sh end ===============
+-------------------------------------------------------------------------------
+ ./qwolf.sh start
+-------------------------------------------------------------------------------
+==== 16/wf3d8086 ====
+16/wf3d8086/wl_act1.c: gamestate.treasuretotal++;\r
+16/wf3d8086/wl_act1.c: if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) )\r
+16/wf3d8086/wl_act1.c: if (gamestate.victoryflag) // don't move door during victory sequence\r
+16/wf3d8086/wl_act1.c: gamestate.secretcount++;\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][which];\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][which];\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_will];\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_death];\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];\r
+16/wf3d8086/wl_act2.c: gamestate.killtotal++;\r
+16/wf3d8086/wl_act2.c: new->hitpoints = hitpoints[gamestate.difficulty];\r
+16/wf3d8086/wl_act2.c: if (gamestate.victoryflag)\r
+16/wf3d8086/wl_act2.c: if (gamestate.victoryflag)\r
+16/wf3d8086/wl_act2.c: gamestate.victoryflag = true;\r
+16/wf3d8086/wl_act2.c: player->x = gamestate.killx;\r
+16/wf3d8086/wl_act2.c: player->y = gamestate.killy;\r
+16/wf3d8086/wl_agent.c: if (!gamestate.ammo) // must use knife with no ammo\r
+16/wf3d8086/wl_agent.c: for (i=wp_knife ; i<=gamestate.bestweapon ; i++)\r
+16/wf3d8086/wl_agent.c: gamestate.weapon = gamestate.chosenweapon = i;\r
+16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor\r
+16/wf3d8086/wl_agent.c: if (gamestate.health)\r
+16/wf3d8086/wl_agent.c: StatusDrawPic (17,4,GODMODEFACE1PIC+gamestate.faceframe);\r
+16/wf3d8086/wl_agent.c: StatusDrawPic (17,4,FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);\r
+16/wf3d8086/wl_agent.c: gamestate.faceframe = (US_RndT()>>6);\r
+16/wf3d8086/wl_agent.c: if (gamestate.faceframe==3)\r
+16/wf3d8086/wl_agent.c: gamestate.faceframe = 1;\r
+16/wf3d8086/wl_agent.c: LatchNumber (21,16,3,gamestate.health);\r
+16/wf3d8086/wl_agent.c: if (gamestate.victoryflag)\r
+16/wf3d8086/wl_agent.c: if (gamestate.difficulty==gd_baby)\r
+16/wf3d8086/wl_agent.c: gamestate.health -= points;\r
+16/wf3d8086/wl_agent.c: if (gamestate.health<=0)\r
+16/wf3d8086/wl_agent.c: gamestate.health = 0;\r
+16/wf3d8086/wl_agent.c: if (points > 30 && gamestate.health!=0 && !godmode)\r
+16/wf3d8086/wl_agent.c: gamestate.health += points;\r
+16/wf3d8086/wl_agent.c: if (gamestate.health>100)\r
+16/wf3d8086/wl_agent.c: gamestate.health = 100;\r
+16/wf3d8086/wl_agent.c: if (gamestate.mapon == 20)\r
+16/wf3d8086/wl_agent.c: LatchNumber (2,16,2,gamestate.mapon+1);\r
+16/wf3d8086/wl_agent.c: LatchNumber (14,16,1,gamestate.lives);\r
+16/wf3d8086/wl_agent.c: if (gamestate.lives<9)\r
+16/wf3d8086/wl_agent.c: gamestate.lives++;\r
+16/wf3d8086/wl_agent.c: LatchNumber (6,16,6,gamestate.score);\r
+16/wf3d8086/wl_agent.c: gamestate.score += points;\r
+16/wf3d8086/wl_agent.c: while (gamestate.score >= gamestate.nextextra)\r
+16/wf3d8086/wl_agent.c: gamestate.nextextra += EXTRAPOINTS;\r
+16/wf3d8086/wl_agent.c: StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);\r
+16/wf3d8086/wl_agent.c: if (gamestate.keys & 1)\r
+16/wf3d8086/wl_agent.c: if (gamestate.keys & 2)\r
+16/wf3d8086/wl_agent.c: if (gamestate.bestweapon<weapon)\r
+16/wf3d8086/wl_agent.c: gamestate.bestweapon = gamestate.weapon\r
+16/wf3d8086/wl_agent.c: = gamestate.chosenweapon = weapon;\r
+16/wf3d8086/wl_agent.c: LatchNumber (27,16,2,gamestate.ammo);\r
+16/wf3d8086/wl_agent.c: if (!gamestate.ammo) // knife was out\r
+16/wf3d8086/wl_agent.c: if (!gamestate.attackframe)\r
+16/wf3d8086/wl_agent.c: gamestate.weapon = gamestate.chosenweapon;\r
+16/wf3d8086/wl_agent.c: gamestate.ammo += ammo;\r
+16/wf3d8086/wl_agent.c: if (gamestate.ammo > 99)\r
+16/wf3d8086/wl_agent.c: gamestate.ammo = 99;\r
+16/wf3d8086/wl_agent.c: gamestate.keys |= (1<<key);\r
+16/wf3d8086/wl_agent.c: if (gamestate.health == 100)\r
+16/wf3d8086/wl_agent.c: gamestate.treasurecount++;\r
+16/wf3d8086/wl_agent.c: gamestate.treasurecount++;\r
+16/wf3d8086/wl_agent.c: gamestate.treasurecount++;\r
+16/wf3d8086/wl_agent.c: gamestate.treasurecount++;\r
+16/wf3d8086/wl_agent.c: if (gamestate.ammo == 99)\r
+16/wf3d8086/wl_agent.c: if (gamestate.ammo == 99)\r
+16/wf3d8086/wl_agent.c: if (gamestate.ammo == 99)\r
+16/wf3d8086/wl_agent.c: gamestate.treasurecount++;\r
+16/wf3d8086/wl_agent.c: if (gamestate.health == 100)\r
+16/wf3d8086/wl_agent.c: if (gamestate.health == 100)\r
+16/wf3d8086/wl_agent.c: if (gamestate.health >10)\r
+16/wf3d8086/wl_agent.c: gamestate.victoryflag = true;\r
+16/wf3d8086/wl_agent.c: gamestate.weaponframe = 0;\r
+16/wf3d8086/wl_agent.c: gamestate.attackframe = 0;\r
+16/wf3d8086/wl_agent.c: gamestate.attackcount =\r
+16/wf3d8086/wl_agent.c: attackinfo[gamestate.weapon][gamestate.attackframe].tics;\r
+16/wf3d8086/wl_agent.c: gamestate.weaponframe =\r
+16/wf3d8086/wl_agent.c: attackinfo[gamestate.weapon][gamestate.attackframe].frame;\r
+16/wf3d8086/wl_agent.c: switch (gamestate.weapon)\r
+16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor\r
+16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor\r
+16/wf3d8086/wl_agent.c: gamestate.attackcount -= tics;\r
+16/wf3d8086/wl_agent.c: while (gamestate.attackcount <= 0)\r
+16/wf3d8086/wl_agent.c: cur = &attackinfo[gamestate.weapon][gamestate.attackframe];\r
+16/wf3d8086/wl_agent.c: if (!gamestate.ammo)\r
+16/wf3d8086/wl_agent.c: gamestate.weapon = wp_knife;\r
+16/wf3d8086/wl_agent.c: if (gamestate.weapon != gamestate.chosenweapon)\r
+16/wf3d8086/wl_agent.c: gamestate.weapon = gamestate.chosenweapon;\r
+16/wf3d8086/wl_agent.c: gamestate.attackframe = gamestate.weaponframe = 0;\r
+16/wf3d8086/wl_agent.c: if (!gamestate.ammo)\r
+16/wf3d8086/wl_agent.c: gamestate.attackframe -= 2;\r
+16/wf3d8086/wl_agent.c: if (!gamestate.ammo)\r
+16/wf3d8086/wl_agent.c: gamestate.attackframe++;\r
+16/wf3d8086/wl_agent.c: gamestate.ammo--;\r
+16/wf3d8086/wl_agent.c: if (gamestate.ammo && buttonstate[bt_attack])\r
+16/wf3d8086/wl_agent.c: gamestate.attackframe -= 2;\r
+16/wf3d8086/wl_agent.c: gamestate.attackcount += cur->tics;\r
+16/wf3d8086/wl_agent.c: gamestate.attackframe++;\r
+16/wf3d8086/wl_agent.c: gamestate.weaponframe =\r
+16/wf3d8086/wl_agent.c: attackinfo[gamestate.weapon][gamestate.attackframe].frame;\r
+16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor\r
+16/wf3d8086/wl_agent.c: if (gamestate.victoryflag) // watching the BJ actor\r
+16/wf3d8086/wl_debug.c:// gamestate.mapon++;\r
+16/wf3d8086/wl_debug.c: if (gamestate.bestweapon<wp_chaingun)\r
+16/wf3d8086/wl_debug.c: GiveWeapon (gamestate.bestweapon+1);\r
+16/wf3d8086/wl_debug.c: gamestate.ammo += 50;\r
+16/wf3d8086/wl_debug.c: if (gamestate.ammo > 99)\r
+16/wf3d8086/wl_debug.c: gamestate.ammo = 99;\r
+16/wf3d8086/wl_debug.c: gamestate.mapon = level-1;\r
+16/wf3d8086/wl_draw.c: unsigned floor=egaFloor[gamestate.episode*10+mapon],\r
+16/wf3d8086/wl_draw.c: ceiling=egaCeiling[gamestate.episode*10+mapon];\r
+16/wf3d8086/wl_draw.c: unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon];\r
+16/wf3d8086/wl_draw.c: if (gamestate.victoryflag)\r
+16/wf3d8086/wl_draw.c: if (gamestate.weapon != -1)\r
+16/wf3d8086/wl_draw.c: shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe;\r
+16/wf3d8086/wl_game.c:gametype gamestate;\r
+16/wf3d8086/wl_game.c: gamestate.secrettotal++;\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_hard)\r
+16/wf3d8086/wl_game.c: if (gamestate.difficulty<gd_medium)\r
+16/wf3d8086/wl_game.c: gamestate.TimeCount=\r
+16/wf3d8086/wl_game.c: gamestate.secrettotal=\r
+16/wf3d8086/wl_game.c: gamestate.killtotal=\r
+16/wf3d8086/wl_game.c: gamestate.treasuretotal=\r
+16/wf3d8086/wl_game.c: gamestate.secretcount=\r
+16/wf3d8086/wl_game.c: gamestate.killcount=\r
+16/wf3d8086/wl_game.c: gamestate.treasurecount=0;\r
+16/wf3d8086/wl_game.c: CA_CacheMap (gamestate.mapon+10*gamestate.episode);\r
+16/wf3d8086/wl_game.c: mapon-=gamestate.episode*10;\r
+16/wf3d8086/wl_game.c: gamestate.mapon = level%10;\r
+16/wf3d8086/wl_game.c: gamestate.mapon = level;\r
+16/wf3d8086/wl_game.c: gamestate.mapon = *demoptr++;\r
+16/wf3d8086/wl_game.c: gamestate.difficulty = gd_hard;\r
+16/wf3d8086/wl_game.c: gamestate.weapon = -1; // take away weapon\r
+16/wf3d8086/wl_game.c: gamestate.lives--;\r
+16/wf3d8086/wl_game.c: if (gamestate.lives > -1)\r
+16/wf3d8086/wl_game.c: gamestate.health = 100;\r
+16/wf3d8086/wl_game.c: gamestate.weapon = gamestate.bestweapon\r
+16/wf3d8086/wl_game.c: = gamestate.chosenweapon = wp_pistol;\r
+16/wf3d8086/wl_game.c: gamestate.ammo = STARTAMMO;\r
+16/wf3d8086/wl_game.c: gamestate.keys = 0;\r
+16/wf3d8086/wl_game.c: gamestate.attackframe = gamestate.attackcount =\r
+16/wf3d8086/wl_game.c: gamestate.weaponframe = 0;\r
+16/wf3d8086/wl_game.c: gamestate.score = gamestate.oldscore;\r
+16/wf3d8086/wl_game.c: if (gamestate.mapon == 20) // give them the key allways\r
+16/wf3d8086/wl_game.c: gamestate.keys |= 1;\r
+16/wf3d8086/wl_game.c: gamestate.oldscore = gamestate.score;\r
+16/wf3d8086/wl_game.c: gamestate.mapon = 20;\r
+16/wf3d8086/wl_game.c: gamestate.keys = 0;\r
+16/wf3d8086/wl_game.c: if (gamestate.mapon == 1)\r
+16/wf3d8086/wl_game.c: CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+16/wf3d8086/wl_game.c: if (gamestate.mapon == 3)\r
+16/wf3d8086/wl_game.c: CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+16/wf3d8086/wl_game.c: gamestate.oldscore = gamestate.score;\r
+16/wf3d8086/wl_game.c: if (gamestate.mapon == 9)\r
+16/wf3d8086/wl_game.c: gamestate.mapon = ElevatorBackTo[gamestate.episode]; // back from secret\r
+16/wf3d8086/wl_game.c: gamestate.mapon = 9;\r
+16/wf3d8086/wl_game.c: switch(gamestate.mapon)\r
+16/wf3d8086/wl_game.c: case FROMSECRET1: gamestate.mapon = 18; break;\r
+16/wf3d8086/wl_game.c: case FROMSECRET2: gamestate.mapon = 19; break;\r
+16/wf3d8086/wl_game.c: if (gamestate.mapon == 18 || gamestate.mapon == 19)\r
+16/wf3d8086/wl_game.c: switch(gamestate.mapon)\r
+16/wf3d8086/wl_game.c: case 18: gamestate.mapon = FROMSECRET1+1; break;\r
+16/wf3d8086/wl_game.c: case 19: gamestate.mapon = FROMSECRET2+1; break;\r
+16/wf3d8086/wl_game.c: gamestate.mapon++;\r
+16/wf3d8086/wl_game.c: if (gamestate.lives > -1)\r
+16/wf3d8086/wl_game.c: CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+16/wf3d8086/wl_game.c: CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+16/wf3d8086/wl_inter.c: if (gamestate.difficulty>=gd_medium)\r
+16/wf3d8086/wl_inter.c: Write(26,2,itoa(gamestate.mapon+1,tempstr,10));\r
+16/wf3d8086/wl_inter.c: Write(30,12,parTimes[gamestate.episode*10+mapon].timestr);\r
+16/wf3d8086/wl_inter.c: Write(26,12,parTimes[gamestate.episode*10+mapon].timestr);\r
+16/wf3d8086/wl_inter.c: sec=gamestate.TimeCount/70;\r
+16/wf3d8086/wl_inter.c: if (gamestate.TimeCount<parTimes[gamestate.episode*10+mapon].time*4200)\r
+16/wf3d8086/wl_inter.c: timeleft=(parTimes[gamestate.episode*10+mapon].time*4200)/70-sec;\r
+16/wf3d8086/wl_inter.c: if (gamestate.killtotal)\r
+16/wf3d8086/wl_inter.c: kr=(gamestate.killcount*100)/gamestate.killtotal;\r
+16/wf3d8086/wl_inter.c: if (gamestate.secrettotal)\r
+16/wf3d8086/wl_inter.c: sr=(gamestate.secretcount*100)/gamestate.secrettotal;\r
+16/wf3d8086/wl_inter.c: if (gamestate.treasuretotal)\r
+16/wf3d8086/wl_inter.c: tr=(gamestate.treasurecount*100)/gamestate.treasuretotal;\r
+16/wf3d8086/wl_inter.c: if (gamestate.mapon == 1)\r
+16/wf3d8086/wl_inter.c: if (gamestate.mapon == 3)\r
+16/wf3d8086/wl_inter.c: myscore.episode = gamestate.episode;\r
+16/wf3d8086/wl_main.c: memset (&gamestate,0,sizeof(gamestate));\r
+16/wf3d8086/wl_main.c: gamestate.difficulty = difficulty;\r
+16/wf3d8086/wl_main.c: gamestate.weapon = gamestate.bestweapon\r
+16/wf3d8086/wl_main.c: = gamestate.chosenweapon = wp_pistol;\r
+16/wf3d8086/wl_main.c: gamestate.health = 100;\r
+16/wf3d8086/wl_main.c: gamestate.ammo = STARTAMMO;\r
+16/wf3d8086/wl_main.c: gamestate.lives = 3;\r
+16/wf3d8086/wl_main.c: gamestate.nextextra = EXTRAPOINTS;\r
+16/wf3d8086/wl_main.c: gamestate.episode=episode;\r
+16/wf3d8086/wl_main.c: size += sizeof(gamestate) +\r
+16/wf3d8086/wl_main.c: CA_FarWrite (file,(void far *)&gamestate,sizeof(gamestate));\r
+16/wf3d8086/wl_main.c: checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);\r
+16/wf3d8086/wl_main.c: CA_FarRead (file,(void far *)&gamestate,sizeof(gamestate));\r
+16/wf3d8086/wl_main.c: checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);\r
+16/wf3d8086/wl_main.c: gamestate.score = 0;\r
+16/wf3d8086/wl_main.c: gamestate.lives = 1;\r
+16/wf3d8086/wl_main.c: gamestate.weapon =\r
+16/wf3d8086/wl_main.c: gamestate.chosenweapon =\r
+16/wf3d8086/wl_main.c: gamestate.bestweapon = wp_pistol;\r
+16/wf3d8086/wl_main.c: gamestate.ammo = 8;\r
+16/wf3d8086/wl_main.c: gamestate.difficulty=level;\r
+16/wf3d8086/wl_main.c: gamestate.episode = tedlevelnum/10;\r
+16/wf3d8086/wl_main.c: gamestate.mapon = tedlevelnum%10;\r
+16/wf3d8086/wl_main.c: gamestate.episode = 0;\r
+16/wf3d8086/wl_main.c: gamestate.mapon = tedlevelnum;\r
+16/wf3d8086/wl_menu.c: pickquick = gamestate.lives = 0;\r
+16/wf3d8086/wl_menu.c: pickquick = gamestate.lives = 0;\r
+16/wf3d8086/wl_play.c: gamestate.health = 100;\r
+16/wf3d8086/wl_play.c: gamestate.ammo = 99;\r
+16/wf3d8086/wl_play.c: gamestate.keys = 3;\r
+16/wf3d8086/wl_play.c: gamestate.score = 0;\r
+16/wf3d8086/wl_play.c: gamestate.TimeCount += 42000L;\r
+16/wf3d8086/wl_play.c: chunk = songs[gamestate.mapon+gamestate.episode*10];\r
+16/wf3d8086/wl_play.c: gamestate.TimeCount+=tics;\r
+16/wf3d8086/wl_state.c: if (gamestate.bestweapon < wp_machinegun)\r
+16/wf3d8086/wl_state.c: gamestate.killx = player->x;\r
+16/wf3d8086/wl_state.c: gamestate.killy = player->y;\r
+16/wf3d8086/wl_state.c: gamestate.killx = player->x;\r
+16/wf3d8086/wl_state.c: gamestate.killy = player->y;\r
+16/wf3d8086/wl_state.c: gamestate.killx = player->x;\r
+16/wf3d8086/wl_state.c: gamestate.killy = player->y;\r
+16/wf3d8086/wl_state.c: gamestate.killx = player->x;\r
+16/wf3d8086/wl_state.c: gamestate.killy = player->y;\r
+16/wf3d8086/wl_state.c: gamestate.killcount++;\r
+16/wf3d8086/wl_text.c: ShowArticle(gamestate.episode + 1);\r
+16/wf3d8086/wl_text.c: artnum = endextern+gamestate.episode;\r
+16/wf3d8086/wl_text.c: endfilename[6] = '1'+gamestate.episode;\r
+16/wf3d8086/wl_def.h:// gamestate structure\r
+16/wf3d8086/wl_def.h:extern gametype gamestate;\r
+==== 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<weapon)
+16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.bestweapon = gamestate.weapon
+16/wolf3d/WOLFSRC/WL_AGENT.C: = gamestate.chosenweapon = weapon;
+16/wolf3d/WOLFSRC/WL_AGENT.C: LatchNumber (27,16,2,gamestate.ammo);
+16/wolf3d/WOLFSRC/WL_AGENT.C: if (!gamestate.ammo) // knife was out
+16/wolf3d/WOLFSRC/WL_AGENT.C: if (!gamestate.attackframe)
+16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.weapon = gamestate.chosenweapon;
+16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.ammo += ammo;
+16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.ammo > 99)
+16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.ammo = 99;
+16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.keys |= (1<<key);
+16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health == 100)
+16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
+16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
+16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
+16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
+16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.ammo == 99)
+16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.ammo == 99)
+16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.ammo == 99)
+16/wolf3d/WOLFSRC/WL_AGENT.C: gamestate.treasurecount++;
+16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health == 100)
+16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health == 100)
+16/wolf3d/WOLFSRC/WL_AGENT.C: if (gamestate.health >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<wp_chaingun)
+16/wolf3d/WOLFSRC/WL_DEBUG.C: GiveWeapon (gamestate.bestweapon+1);
+16/wolf3d/WOLFSRC/WL_DEBUG.C: gamestate.ammo += 50;
+16/wolf3d/WOLFSRC/WL_DEBUG.C: if (gamestate.ammo > 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<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_hard)
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.difficulty<gd_medium)
+16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.TimeCount=
+16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.secrettotal=
+16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.killtotal=
+16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.treasuretotal=
+16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.secretcount=
+16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.killcount=
+16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.treasurecount=0;
+16/wolf3d/WOLFSRC/WL_GAME.C: CA_CacheMap (gamestate.mapon+10*gamestate.episode);
+16/wolf3d/WOLFSRC/WL_GAME.C: mapon-=gamestate.episode*10;
+16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = level%10;
+16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = level;
+16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.mapon = *demoptr++;
+16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.difficulty = gd_hard;
+16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.weapon = -1; // take away weapon
+16/wolf3d/WOLFSRC/WL_GAME.C: gamestate.lives--;
+16/wolf3d/WOLFSRC/WL_GAME.C: if (gamestate.lives > -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.TimeCount<parTimes[gamestate.episode*10+mapon].time*4200)
+16/wolf3d/WOLFSRC/WL_INTER.C: timeleft=(parTimes[gamestate.episode*10+mapon].time*4200)/70-sec;
+16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.killtotal)
+16/wolf3d/WOLFSRC/WL_INTER.C: kr=(gamestate.killcount*100)/gamestate.killtotal;
+16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.secrettotal)
+16/wolf3d/WOLFSRC/WL_INTER.C: sr=(gamestate.secretcount*100)/gamestate.secrettotal;
+16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.treasuretotal)
+16/wolf3d/WOLFSRC/WL_INTER.C: tr=(gamestate.treasurecount*100)/gamestate.treasuretotal;
+16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.mapon == 1)
+16/wolf3d/WOLFSRC/WL_INTER.C: if (gamestate.mapon == 3)
+16/wolf3d/WOLFSRC/WL_INTER.C: myscore.episode = gamestate.episode;
+16/wolf3d/WOLFSRC/WL_MAIN.C: memset (&gamestate,0,sizeof(gamestate));
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.difficulty = difficulty;
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.weapon = gamestate.bestweapon
+16/wolf3d/WOLFSRC/WL_MAIN.C: = gamestate.chosenweapon = wp_pistol;
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.health = 100;
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.ammo = STARTAMMO;
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.lives = 3;
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.nextextra = EXTRAPOINTS;
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.episode=episode;
+16/wolf3d/WOLFSRC/WL_MAIN.C: size += sizeof(gamestate) +
+16/wolf3d/WOLFSRC/WL_MAIN.C: CA_FarWrite (file,(void far *)&gamestate,sizeof(gamestate));
+16/wolf3d/WOLFSRC/WL_MAIN.C: checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);
+16/wolf3d/WOLFSRC/WL_MAIN.C: CA_FarRead (file,(void far *)&gamestate,sizeof(gamestate));
+16/wolf3d/WOLFSRC/WL_MAIN.C: checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.score = 0;
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.lives = 1;
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.weapon =
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.chosenweapon =
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.bestweapon = wp_pistol;
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.ammo = 8;
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.difficulty=level;
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.episode = tedlevelnum/10;
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.mapon = tedlevelnum%10;
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.episode = 0;
+16/wolf3d/WOLFSRC/WL_MAIN.C: gamestate.mapon = tedlevelnum;
+16/wolf3d/WOLFSRC/WL_MENU.C: pickquick = gamestate.lives = 0;
+16/wolf3d/WOLFSRC/WL_MENU.C: pickquick = gamestate.lives = 0;
+16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.health = 100;
+16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.ammo = 99;
+16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.keys = 3;
+16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.score = 0;
+16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.TimeCount += 42000L;
+16/wolf3d/WOLFSRC/WL_PLAY.C: chunk = songs[gamestate.mapon+gamestate.episode*10];
+16/wolf3d/WOLFSRC/WL_PLAY.C: gamestate.TimeCount+=tics;
+16/wolf3d/WOLFSRC/WL_STATE.C: if (gamestate.bestweapon < wp_machinegun)
+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.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 ===============