Searched refs:numgameovers (Results 1 – 8 of 8) sorted by relevance
39 UINT8 numgameovers; member
428 UINT8 numgameovers; member
63 extern UINT8 numgameovers;
90 UINT8 numgameovers = 0; // for startinglives balance variable2237 numgameovers = tokenlist = token = 0; in G_Ticker()4089 pl->lives = (ultimatemode) ? 1 : startinglivesbalance[numgameovers]; in G_DoContinued()4643 WRITEUINT8(save_p, numgameovers); in G_SaveGameOver()4649 if (modifylives && pllives < startinglivesbalance[numgameovers]) in G_SaveGameOver()4651 pllives = startinglivesbalance[numgameovers]; in G_SaveGameOver()4763 numgameovers = tokenlist = token = sstimer = redscore = bluescore = lastmap = 0; in G_InitNew()
69 if (pllives < startinglivesbalance[numgameovers]) // Bump up to 3 lives if the player in P_ArchivePlayer()70 pllives = startinglivesbalance[numgameovers]; // has less than that. in P_ArchivePlayer()73 WRITEUINT8(save_p, numgameovers); in P_ArchivePlayer()85 savedata.numgameovers = READUINT8(save_p); in P_UnArchivePlayer()
4151 numgameovers = savedata.numgameovers; in P_LoadLevel()
2588 …| demoplayback || demorecording || metalrecording || modeattacking) && numgameovers < maxgameovers) in P_KillMobj()2590 numgameovers++; in P_KillMobj()
8300 && (savegameinfo[savetodraw].numgameovers == 0)8660 savegameinfo[slot].numgameovers = READUINT8(save_p); // numgameovers