Well, it could be factored into several classes as needed. Also, I guess I'm 
not sure yet what can be done without coding in this area. I basically have a 
single map where the player is located for the duration of entire game. Based 
on player actions, I need to alter some global state (in the general sense) to 
control what happens next and calculae tha player's score. It's hard to explain 
and I apologize for being confused about this. Let me mull this over a bit more 
and come back with a more specific question.

Thanks,
Thomas


----- Original Message ----
From: Rob Lach <[EMAIL PROTECTED]>
To: [email protected]
Sent: Monday, July 31, 2006 6:18:09 PM
Subject: Re: [hlcoders] Global game state


--
[ Picked text/plain from multipart/alternative ]
So you want to control everything from 1 class?

It isn't really clear what you are trying to do that isn't already done by
the game...

On 7/31/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote:
>
> Anyone?
>
> ----- Original Message ----
> From: Thomas Vollmer <[EMAIL PROTECTED]>
> To: HLCODERS <[email protected]>
> Sent: Sunday, July 30, 2006 8:06:50 AM
> Subject: [hlcoders] Global game state
>
>
> Hi all,
>
> I'm wondering how I can store/manipulate my global game state. I basically
> want to model a state machine with events from the game triggering state
> transitions and entities reacting to the state transitions/new states.
>
> I'm thinking of using a logical entity. Is this the right approach? What
> other approaches are there?
>
> Thanks,
> Thomas
>
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