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// Straight ripped from DUKE3D.H
pub struct UserDefs {
god: bool,
warp_on: bool,
cashman: bool,
eog: bool,
showallmap: bool,
show_help: bool,
scrollmode: bool,
clipping: bool,
overhead_on: bool,
last_overhead: bool,
showweapons: bool,
// Vec is MAXPLAYERS in size, names are 32 characters.
user_name: Vec<String>,
// Vec is 10 in size, strings are 40 characters.
ridecule: Vec<String>,
// Vec is 10 in size, strings are 22 characters.
savegame: Vec<String>,
// Constrained to 128 characters.
pwlockout: String,
// Constrained to 128 characters.
rtsname: String,
pause_on: i16, // Maybe a bool?
from_bonus: i16, // ??
camerasprite: i16, //??
last_camsprite: i16, // ??
last_level: i16, // ??
secretlevel: i16,
// These names are pretty shitty.
const_visibility: i32,
uw_framerate: i32,
camera_time: i32,
folfvel: i32,
folavel: i32,
folx: i32,
foly: i32,
fola: i32,
reccnt: i32,
entered_name: i32,
screen_tilting: i32,
shadows: i32,
fta_on: i32,
executions: i32,
auto_run: i32,
coords: i32,
tickrate: i32,
m_coop: i32,
coop: i32,
screen_size: i32,
lockout: i32,
crosshair: i32,
// [MAXPLAYERS][MAX_WEAPONS]
wchoice: Vec<Vec<i32>>,
playerai: i32,
respawn_monsters: i32,
respawn_items: i32,
respawn_inventory: i32,
recstat: i32,
monsters_off: i32,
brightness: i32,
m_respawn_items: i32,
m_respawn_monsters: i32,
m_respawn_inventory: i32,
m_recstat: i32,
m_monsters_off: i32,
detail: i32,
m_ffire: i32,
ffire: i32,
m_player_skill: i32,
m_level_number: i32,
m_volume_number: i32,
multimode: i32,
player_skill: i32,
level_number: i32,
volume_number: i32,
m_marker: i32,
marker: i32,
mouseflip: i32,
}
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