; Contains all saved data savegame db 0 xperso_v dw 0 zperso_v dw 0 orientation db 0 health db 0 q_gun_ammo db 0 q_chaingun_ammo db 0 q_shotgun_ammo db 0 shoot_time db 0 power db 0 level db 0 difficulty db 1 ; medium (0,1 or 2) game_state db 0 ; 0 : playing, 1: dying 2: dead falling_counter db 0 player_is_hit db 0 has_chaingun db 0 has_shotgun db 0 has_chainsaw db 0 berserk_time db 0 weapon_selected db 0 weapon_data dw 0 GUN_SELECTED equ 0 CHAINGUN_SELECTED equ 1 SHOTGUN_SELECTED equ 2 CHAINSAW_SELECTED equ 3 ; current level: size = 32*32=1024 level_buffer REPEAT 1024 db 1 ENDR enemiesdata REPEAT 512 ; arbitrary size : 511/16 = 31 enemies max db 0 ENDR ; structure of data for one enemy : ; dw enemy_x ; dw enemy_z ; ENEMY_ORIENTATION_OFFSET equ 4 ; ENEMY_TYPE_OFFSET equ 5 ; ENEMY_LIFE_OFFSET equ 6 ; ENEMY_AI_OFFSET equ 7 ; ENEMY_TIME_OFFSET equ 8 ; ENEMY_SPRITE_OFFSET equ 9 ; this array stores which points of the map are seen throught the raycaster visited REPEAT 128 db 0 ENDR ; this array stores which points of the map are opaque opaque REPEAT 128 db 0 ENDR