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https://github.com/scp-fs2open/fs2open.github.com.git
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247 lines
5.8 KiB
C++
247 lines
5.8 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "globalincs/pstypes.h"
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#include "object/object.h"
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#include "io/key.h"
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#include "ship/ship.h"
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#include "graphics/2d.h"
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#include "mission/missionparse.h"
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#include "network/psnet2.h"
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#include "stats/scoring.h"
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#include "cfile/cfile.h"
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float flFrametime;
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int game_zbuffer = 1;
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int Current_mission = 0xdeadbeef;
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char **Builtin_mission_names;
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char Game_current_mission_filename[MAX_FILENAME_LEN];
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CFILE *Working_demo;
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struct beam_info;
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bool Env_cubemap_drawn = false;
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UI_TIMESTAMP Multi_ping_timestamp;
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int Sun_drew = 0;
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bool running_unittests = false;
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void init_ets(class object*){}
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control_info PlayerControls;
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void game_flash(float r, float g, float b )
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{
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}
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void freespace_menu_background()
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{
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gr_reset_clip();
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gr_clear();
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}
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int My_observer_num;
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void std_update_goals()
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{
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}
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void os_close()
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{
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}
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int gameseq_get_state(void)
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{
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return 0;
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}
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int game_check_key()
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{
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return key_inkey();
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}
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int game_poll()
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{
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return key_inkey();
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}
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void multi_delete_ship(object *obj)
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{
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}
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void send_homing_fired_packet()
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{
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}
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void game_flush()
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{
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}
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typedef struct config_struct
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{
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int boob;
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} config_struct;
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config_struct default_config;
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typedef struct netgame_info
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{
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int bubba;
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} netgame_info;
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void send_netgame_state_packet()
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{
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}
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void send_update_state_packet()
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{
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}
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void send_goal_status_packet()
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{
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}
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int Show_area_effect;
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void state_set_mem(unsigned char *c, int i) {}
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int state_check_mem(unsigned char *c, int i) { return 0; }
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void demo_do_flag_dead(int i) {}
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void demo_checkpoint() {}
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void demo_set_playback_filter() {}
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void multi_end_sequence()
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{
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}
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void multi_server_respawn() {}
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void multi_build_respawn_points() {}
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void store_p_object( p_object *pbojp, CFILE *fp ) {}
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void restore_p_object( p_object *pobjp, CFILE *dp) {}
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int Multi_squad_msg_targ;
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int Multi_squad_msg_local;
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void send_support_warpin_packet(int,int,int){}
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void send_support_warpin_packet( int net_sig, int how ) {}
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int demo_query_debug(int id) { return 0; };
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void send_support_warpin_packet(int){}
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void game_whack_apply(float x, float y) {}
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void save_restore_vector(vec3d *vec, CFILE *fp, int version, vec3d *deflt) {}
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void save_restore_matrix(matrix *mat, CFILE *fp, int version, matrix *deflt) {}
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void save_restore_float(float *fl, CFILE *fp, int version, float deflt) {}
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void save_restore_angles(angles *ang, CFILE *fp, int version, angles *deflt) {}
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void save_restore_int(int *n, CFILE *fp, int version, int deflt) {}
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void save_restore_uint(uint *n, CFILE *fp, int version, uint deflt) {}
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void save_restore_short(short *n, CFILE *fp, int version, short deflt) {}
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void save_restore_ushort(ushort *n, CFILE *fp, int version, ushort deflt) {}
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void save_restore_ubyte(ubyte *n, CFILE *fp, int version, ubyte deflt) {}
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void save_restore_fix(fix *n, CFILE *fp, int version, fix deflt) {}
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void save_restore_string(char *str, CFILE *fp, int len, int version, char *deflt) {}
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char *restore_string_alloc(CFILE *fp, int version, char *deflt) { return NULL; }
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void save_restore_p_object(p_object *pobj, CFILE *fp) {}
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void demo_write_char(char x) {}
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char demo_read_char() { return 0; }
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int red_alert_default_status() {return 0;}
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void send_ship_kill_packet(class object *,class object *,float,unsigned char) {}
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void send_debris_create_packet( object *objp, ushort net_sig, int model_num, vec3d pos) {}
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int Game_subspace_effect;
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void big_explosion_flash(float x) {}
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void game_stop_looped_sounds() {}
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int Game_skill_level;
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int game_cd_changed(void) {return 0;}
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int Interface_framerate;
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void game_set_view_clip(){}
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int Warpout_forced = 0;
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float Warpout_time;
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vec3d Dead_player_last_vel;
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bool game_start_mission() {return false;}
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int Game_weapons_tbl_valid;
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int Game_ships_tbl_valid;
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void game_level_close(){}
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void game_enter_state(int, int){}
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void game_leave_state(int, int){}
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int Test_begin;
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int Debug_octant;
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int Framerate_delay;
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void game_start_time(bool){}
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bool game_time_is_stopped(){return false;}
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void game_stop_time(bool){}
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int game_get_default_skill_level(){return 0;}
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void game_do_state_common(int, int){}
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void game_set_frametime(int){}
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void game_increase_skill_level(){}
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int Show_target_weapons;
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int Show_target_debug_info;
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int Game_do_state_should_skip;
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fix Game_time_compression;
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const struct fs_builtin_mission *game_find_builtin_mission(const char*){return NULL;}
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void game_format_time(fix, char*){}
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void game_do_state(int){}
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void game_process_event(int, int){}
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bool Game_shudder_perpetual;
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bool Game_shudder_everywhere;
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TIMESTAMP Game_shudder_time;
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int Game_shudder_total;
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float Game_shudder_intensity;
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void game_shudder_apply(int, float, bool, bool){}
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class object;
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class ship;
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int game_hacked_data(){return 0;}
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int game_single_step;
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int last_single_step;
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void game_tst_mark(const object*, const ship*){}
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int tst;
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//int Player_multi_died_check;
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int Show_framerate = 0;
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void alt_tab_pause(){}
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void game_feature_disabled_popup() {}
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void game_pause() {}
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void game_unpause() {}
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bool Pre_player_entry = false;
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bool game_actually_playing() { return false; }
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//Time stuff
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bool Time_compression_locked;
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float flRealframetime;
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TIMESTAMP Last_frame_timestamp = TIMESTAMP::invalid();
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UI_TIMESTAMP Last_frame_ui_timestamp = UI_TIMESTAMP::invalid();
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void lock_time_compression(bool is_locked){}
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void change_time_compression(float multiplier){}
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void set_time_compression(float multiplier, float change_time){}
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fix game_get_overall_frametime() { return 0; }
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//WMC
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void game_level_init(){}
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void game_post_level_init(){}
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camid game_render_frame_setup(){return camid();}
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void game_render_frame(camid /*cid*/, const vec3d* /*offset*/ = nullptr, const matrix* /*rot_offset*/ = nullptr, const fov_t* /*fov_override*/ = nullptr) {}
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void game_simulation_frame(){}
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void game_update_missiontime(){}
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void game_render_post_frame(){}
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