stringed_ingame.h 1.5 KB

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  1. // Filename:- stringed_ingame.h
  2. //
  3. #ifndef STRINGED_INGAME_H
  4. #define STRINGED_INGAME_H
  5. // alter these to suit your own game...
  6. //
  7. #define SE_BOOL qboolean
  8. #define SE_TRUE qtrue
  9. #define SE_FALSE qfalse
  10. #define iSE_MAX_FILENAME_LENGTH MAX_QPATH
  11. #define sSE_STRINGS_DIR "strings"
  12. extern cvar_t *se_language;
  13. // some needed text-equates, do not alter these under any circumstances !!!! (unless you're me. Which you're not)
  14. //
  15. #define iSE_VERSION 1
  16. #define sSE_KEYWORD_VERSION "VERSION"
  17. #define sSE_KEYWORD_CONFIG "CONFIG"
  18. #define sSE_KEYWORD_FILENOTES "FILENOTES"
  19. #define sSE_KEYWORD_REFERENCE "REFERENCE"
  20. #define sSE_KEYWORD_NOTES "NOTES"
  21. #define sSE_KEYWORD_LANG "LANG_"
  22. #define sSE_KEYWORD_ENDMARKER "ENDMARKER"
  23. #define sSE_FILE_EXTENSION ".st" // editor-only NEVER used ingame, but I wanted all extensions together
  24. #define sSE_EXPORT_FILE_EXTENSION ".ste"
  25. #define sSE_INGAME_FILE_EXTENSION ".str"
  26. #define sSE_EXPORT_SAME "#same"
  27. // available API calls...
  28. //
  29. typedef const char *LPCSTR;
  30. void SE_Init ( void );
  31. void SE_CheckForLanguageUpdates(void);
  32. LPCSTR SE_LoadLanguage ( LPCSTR psLanguage );
  33. void SE_NewLanguage ( void );
  34. //
  35. // for convenience, two ways of getting at the same data...
  36. //
  37. LPCSTR SE_GetString ( LPCSTR psPackageReference, LPCSTR psStringReference);
  38. LPCSTR SE_GetString ( LPCSTR psPackageAndStringReference);
  39. #endif // #ifndef STRINGED_INGAME_H
  40. /////////////////// eof ////////////////