class
	P_SETUP

General
	cluster: brie_doom
	description: 
		"p_setup.c
		Do all the WAD I/O, get map description,
		set up initial state and misc. LUTs."
	create: make

Ancestors
	DOOMDATA_H

Queries
	blocklinks: ARRAY [detachable MOBJ_T]
	blockmap: detachable INDEX_IN_ARRAY [INTEGER_16]
	blockmaplump: ARRAY [INTEGER_16]
	bmapheight: INTEGER_32
	bmaporgx: FIXED_T
	bmaporgy: FIXED_T
	bmapwidth: INTEGER_32
	Commercial_monsters: ARRAY [INTEGER_32]
	deathmatch_p: INTEGER_32
	deathmatchstarts: ARRAY [MAPTHING_T]
	i_main: I_MAIN
	lines: ARRAY [LINE_T]
	Max_deathmatch_starts: INTEGER_32
	Ml_blocking: INTEGER_32
	Ml_blockmap: INTEGER_32
	Ml_blockmonsters: INTEGER_32
	Ml_dontpegbottom: INTEGER_32
	Ml_dontpegtop: INTEGER_32
	Ml_label: INTEGER_32
	Ml_linedefs: INTEGER_32
	Ml_mapped: INTEGER_32
	Ml_nodes: INTEGER_32
	Ml_reject: INTEGER_32
	Ml_secret: INTEGER_32
	Ml_sectors: INTEGER_32
	Ml_segs: INTEGER_32
	Ml_sidedefs: INTEGER_32
	Ml_soundblock: INTEGER_32
	Ml_ssectors: INTEGER_32
	Ml_things: INTEGER_32
	Ml_twosided: INTEGER_32
	Ml_vertexes: INTEGER_32
	Nf_subsector: INTEGER_32
	nodes: ARRAY [NODE_T]
	numlines: INTEGER_32
	numnodes: INTEGER_32
	numsectors: INTEGER_32
	numsegs: INTEGER_32
	numsides: INTEGER_32
	numvertexes: INTEGER_32
	playerstarts: ARRAY [MAPTHING_T]
	rejectmatrix: detachable ARRAY [NATURAL_8]
	sectors: ARRAY [SECTOR_T]
	segs: ARRAY [SEG_T]
	sides: ARRAY [SIDE_T]
	subsectors: ARRAY [SUBSECTOR_T]
	vertexes: ARRAY [VERTEX_T]

Commands
	make (a_i_main: [like i_main] I_MAIN)
	p_grouplines
	p_init
	p_loadblockmap (lump: INTEGER_32)
	p_loadlinedefs (lump: INTEGER_32)
	p_loadnodes (lump: INTEGER_32)
	p_loadsectors (lump: INTEGER_32)
	p_loadsegs (lump: INTEGER_32)
	p_loadsidedefs (lump: INTEGER_32)
	p_loadsubsectors (lump: INTEGER_32)
	p_loadthings (lump: INTEGER_32)
	p_loadvertexes (lump: INTEGER_32)
	p_setuplevel (episode, map, playermask, skill: INTEGER_32)
	set_deathmatch_p (a_deathmatch_p: [like deathmatch_p] INTEGER_32)

Constraints


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