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- // Filename:- stringed_ingame.h
- //
- #ifndef STRINGED_INGAME_H
- #define STRINGED_INGAME_H
- // alter these to suit your own game...
- //
- #define SE_BOOL qboolean
- #define SE_TRUE qtrue
- #define SE_FALSE qfalse
- #define iSE_MAX_FILENAME_LENGTH MAX_QPATH
- #define sSE_STRINGS_DIR "strings"
- extern cvar_t *se_language;
- // some needed text-equates, do not alter these under any circumstances !!!! (unless you're me. Which you're not)
- //
- #define iSE_VERSION 1
- #define sSE_KEYWORD_VERSION "VERSION"
- #define sSE_KEYWORD_CONFIG "CONFIG"
- #define sSE_KEYWORD_FILENOTES "FILENOTES"
- #define sSE_KEYWORD_REFERENCE "REFERENCE"
- #define sSE_KEYWORD_NOTES "NOTES"
- #define sSE_KEYWORD_LANG "LANG_"
- #define sSE_KEYWORD_ENDMARKER "ENDMARKER"
- #define sSE_FILE_EXTENSION ".st" // editor-only NEVER used ingame, but I wanted all extensions together
- #define sSE_EXPORT_FILE_EXTENSION ".ste"
- #define sSE_INGAME_FILE_EXTENSION ".str"
- #define sSE_EXPORT_SAME "#same"
- // available API calls...
- //
- typedef const char *LPCSTR;
- void SE_Init ( void );
- void SE_CheckForLanguageUpdates(void);
- LPCSTR SE_LoadLanguage ( LPCSTR psLanguage );
- void SE_NewLanguage ( void );
- //
- // for convenience, two ways of getting at the same data...
- //
- LPCSTR SE_GetString ( LPCSTR psPackageReference, LPCSTR psStringReference);
- LPCSTR SE_GetString ( LPCSTR psPackageAndStringReference);
- #endif // #ifndef STRINGED_INGAME_H
- /////////////////// eof ////////////////
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