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53
codemp/qcommon/stringed_ingame.h
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53
codemp/qcommon/stringed_ingame.h
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// Filename:- stringed_ingame.h
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//
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#ifndef STRINGED_INGAME_H
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#define STRINGED_INGAME_H
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// alter these to suit your own game...
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//
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#define SE_BOOL qboolean
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#define SE_TRUE qtrue
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#define SE_FALSE qfalse
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#define iSE_MAX_FILENAME_LENGTH MAX_QPATH
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#define sSE_STRINGS_DIR "strings"
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extern cvar_t *se_language;
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// some needed text-equates, do not alter these under any circumstances !!!! (unless you're me. Which you're not)
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//
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#define iSE_VERSION 1
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#define sSE_KEYWORD_VERSION "VERSION"
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#define sSE_KEYWORD_CONFIG "CONFIG"
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#define sSE_KEYWORD_FILENOTES "FILENOTES"
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#define sSE_KEYWORD_REFERENCE "REFERENCE"
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#define sSE_KEYWORD_NOTES "NOTES"
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#define sSE_KEYWORD_LANG "LANG_"
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#define sSE_KEYWORD_ENDMARKER "ENDMARKER"
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#define sSE_FILE_EXTENSION ".st" // editor-only NEVER used ingame, but I wanted all extensions together
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#define sSE_EXPORT_FILE_EXTENSION ".ste"
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#define sSE_INGAME_FILE_EXTENSION ".str"
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#define sSE_EXPORT_SAME "#same"
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// available API calls...
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//
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typedef const char *LPCSTR;
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void SE_Init ( void );
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void SE_CheckForLanguageUpdates(void);
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LPCSTR SE_LoadLanguage ( LPCSTR psLanguage );
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void SE_NewLanguage ( void );
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//
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// for convenience, two ways of getting at the same data...
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//
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LPCSTR SE_GetString ( LPCSTR psPackageReference, LPCSTR psStringReference);
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LPCSTR SE_GetString ( LPCSTR psPackageAndStringReference);
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#endif // #ifndef STRINGED_INGAME_H
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/////////////////// eof ////////////////
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