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// #include "quake.h"
// #include "quake2.h"
// #include "prey.h"
// #include "unreal.h"
// #include "quake3.h"
// #include "unrealtournament.h"
// #include "ut2003.h"
// #include "ut2004.h"
// #include "hl2.h"
// #include "stripers.h"
Because they are.
And out of interest - who codes on here?
You forget sometimes that this place may not have anon but it's hardly Oscar Wilde...ah well.
*waves nob and chants football song*
> My response was actually a nod to early eighties programmers.
> W.O.P.R?
> Professor Falcon?
>
> *sigh*
> That's what happens when you attempt wry, knowing humour instead of
> "Look at my nob!!"
Just look at the thread yesterday about "The Salon" for the level of humour some of the people on this board possess ......
W.O.P.R?
Professor Falcon?
*sigh*
That's what happens when you attempt wry, knowing humour instead of "Look at my nob!!"
I bet you sit in front of your PS2's playing Vice City or playing Halflife mods on your PC's and enjoying it, but guess what they were made by programmers so when people say "da Vice City iz da coolist gam in da world" a team of programmers spent months or even years making that game.
BTW i'm not a programmer
> Note that they're commented, so they wouldn't actually work. Though to
> be honest, they won't work anyway because there's no code after the
> headers.
Ok then, Is this better? ;)
I know, I know. I bored ok? I didn't write this for this post, but its a modification of my current game engine.........................
#include "cglobals.h"
#include "cGameCode.h"
#include "..\source_api\source.h"
/* COOL! Leaked half life 2 engine code!
I may get this game finished yet!
Unless a better engine comes along in the meantime */
source *source = 0;
cGameCode* p_g;
cGlobals* p_globals;
///////////////////////////////////////////////////
///////////////////////////////////////////////////
///////////////////////////////////////////////////
bool FrameFunc()
{
p_g->mainGameLoop();
if (source->Key_Down(DIK_ESCAPE))
return false;
if (source->Key_Down(DIK_NUMPADENTER))
{
source->System_SaveScreenshot("c:\\source.bmp");
}
return true;
}
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
p_globals = new cGlobals();
source = source::Interface_Get("source.dll");
source->System_SetState(grSTATE_FRAMEFUNC, FrameFunc);
source->System_SetState(grSTATE_KEYBOARD, true);
source->System_SetState(grSTATE_MOUSE, true);
source->System_SetState(grSTATE_WINDOWED, p_globals->bIsWindowed);
source->System_SetState(grSTATE_SCREENWIDTH, (int)p_globals->fScreenWidth);
source->System_SetState(grSTATE_SCREENHEIGHT, (int)p_globals->fScreenHeight);
source->System_SetState(grSTATE_SCREENBPP, p_globals->wBitsPerPixel);
// some system states have to be set before call
// to Initiate(), some after
source->System_Initiate();
// Textures must to be loaded after successfully
// calling Initiate() (returning true)
p_g = new cGameCode();
p_g->loadTextures();
source->System_Start();
source->System_Shutdown();
source->Inferface_Release();
return 0;
}