char campaignmapname[50][256];
char campaigndescription[50][256];
int campaignchoosenext[50];
- int campaignnumnext[50];
+ int campaignnumnext[50]; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
int campaignnextlevel[50][10];
int campaignlocationx[50];
int campaignlocationy[50];
- int campaignchoicenum;
- int campaignchoicewhich[10];
int whichchoice;
-
- int numlevelspassed;
- int levelorder[5000];
- int levelvisible[50];
- int levelhighlight[50];
+ int actuallevel;
bool minimap;
//keeps track of which textures are loaded
//TODO: delete them properly
-struct TextureInfo{
+struct TextureInfo {
bool isLoaded;
bool isSkin;
const char* fileName;
GLubyte* array;
int* skinsize;
- void load(){
+ void load() {
if(isSkin)
Game::LoadTextureSaveData(fileName,ptextureid,mipmap,array,skinsize,isLoaded);
else