// 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 ////////////////