//
// INTERMISSION
// Structure passed e.g. to WI_Start(wb)
//
struct WBPlayerStruct native version("2.4")
{
// Player stats, kills, collected items etc.
native int skills;
native int sitems;
native int ssecret;
native int stime;
native int frags[MAXPLAYERS];
native int fragcount; // [RH] Cumulative frags for this player
}
struct WBStartStruct native version("2.4")
{
native int finished_ep;
native int next_ep;
native @WBPlayerStruct plyr[MAXPLAYERS];
native String current; // [RH] Name of map just finished
native String next; // next level, [RH] actual map name
native String nextname; // next level, printable name
native String thisname; // this level, printable name
native String nextauthor; // next level, printable name
native String thisauthor; // this level, printable name
native TextureID LName0;
native TextureID LName1;
native int totalkills;
native int maxkills;
native int maxitems;
native int maxsecret;
native int maxfrags;
// the par time and sucktime
native int partime; // in tics
native int sucktime; // in minutes
// total time for the entire current game
native int totaltime;
// index of this player in game
native int pnum;
}