/* Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Knightmare This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "g_local.h" /******* Knightmare's cvar code file ***********/ // enable/disable options cvar_t *mega_gibs; // whether to spawn extra gibs, default to 0 cvar_t *player_gib_health; // what health level to gib players at cvar_t *adjust_train_corners; //whether to subtract (1,1,1) from train path corners to fix misalignments cvar_t *falling_armor_damage; //whether player's armor absorbs damage from falling cvar_t *player_jump_sounds; //whether to play that STUPID grunting sound when the player jumps cvar_t *use_vwep; // weapon balancing cvar_t *sk_blaster_damage; cvar_t *sk_blaster_damage_dm; cvar_t *sk_blaster_speed; cvar_t *sk_blaster_color; //blaster color- 1=yellow, 2=green, 3=blue, 4=red cvar_t *sk_shotgun_damage; cvar_t *sk_shotgun_count; cvar_t *sk_shotgun_hspread; cvar_t *sk_shotgun_vspread; cvar_t *sk_sshotgun_damage; cvar_t *sk_sshotgun_count; cvar_t *sk_sshotgun_hspread; cvar_t *sk_sshotgun_vspread; cvar_t *sk_machinegun_damage; cvar_t *sk_machinegun_hspread; cvar_t *sk_machinegun_vspread; cvar_t *sk_chaingun_damage; cvar_t *sk_chaingun_damage_dm; cvar_t *sk_chaingun_hspread; cvar_t *sk_chaingun_vspread; cvar_t *sk_grenade_damage; cvar_t *sk_grenade_radius; cvar_t *sk_grenade_speed; cvar_t *sk_hand_grenade_damage; cvar_t *sk_hand_grenade_radius; cvar_t *sk_rocket_damage; cvar_t *sk_rocket_damage2; cvar_t *sk_rocket_rdamage; cvar_t *sk_rocket_radius; cvar_t *sk_rocket_speed; cvar_t *sk_hyperblaster_damage; cvar_t *sk_hyperblaster_damage_dm; cvar_t *sk_hyperblaster_speed; cvar_t *sk_hyperblaster_color; //hyperblaster color- 1=yellow, 2=green, 3=blue, 4=red cvar_t *sk_railgun_damage; cvar_t *sk_railgun_damage_dm; cvar_t *sk_rail_color; cvar_t *sk_bfg_damage; cvar_t *sk_bfg_damage_dm; cvar_t *sk_bfg_damage2; cvar_t *sk_bfg_damage2_dm; cvar_t *sk_bfg_rdamage; cvar_t *sk_bfg_radius; cvar_t *sk_bfg_speed; cvar_t *sk_flaregun_damage; cvar_t *sk_flaregun_rdamage; cvar_t *sk_flaregun_radius; cvar_t *sk_flaregun_speed; cvar_t *sk_flare_life; cvar_t *sk_tbomb_damage; cvar_t *sk_tbomb_radius; cvar_t *sk_tbomb_shrapnel; cvar_t *sk_tbomb_shrapnel_damage; cvar_t *sk_sniperrifle_damage; cvar_t *sk_sniperrifle_damage_dm; cvar_t *sk_sniperrifle_kick; cvar_t *sk_sniperrifle_kick_dm; cvar_t *sk_soniccannon_damage; cvar_t *sk_soniccannon_damage2; cvar_t *sk_soniccannon_radius; cvar_t *sk_soniccannon_maxfiretime; cvar_t *sk_soniccannon_maxcells; cvar_t *sk_empnuke_radius; cvar_t *sk_a2k_damage; cvar_t *sk_a2k_radius; cvar_t *sk_plasmashield_health; cvar_t *sk_plasmashield_life; // DM start values cvar_t *sk_dm_start_shells; cvar_t *sk_dm_start_bullets; cvar_t *sk_dm_start_rockets; cvar_t *sk_dm_start_grenades; cvar_t *sk_dm_start_cells; cvar_t *sk_dm_start_slugs; cvar_t *sk_dm_start_flares; cvar_t *sk_dm_start_tbombs; cvar_t *sk_dm_start_empnuke; cvar_t *sk_dm_start_plasmashield; cvar_t *sk_dm_start_shotgun; cvar_t *sk_dm_start_sshotgun; cvar_t *sk_dm_start_machinegun; cvar_t *sk_dm_start_chaingun; cvar_t *sk_dm_start_grenadelauncher; cvar_t *sk_dm_start_rocketlauncher; cvar_t *sk_dm_start_hyperblaster; cvar_t *sk_dm_start_railgun; cvar_t *sk_dm_start_bfg; cvar_t *sk_dm_start_flaregun; cvar_t *sk_dm_start_sniperrifle; cvar_t *sk_dm_start_soniccannon; // maximum values cvar_t *sk_max_health; cvar_t *sk_max_health_dm; cvar_t *sk_max_armor_jacket; cvar_t *sk_max_armor_combat; cvar_t *sk_max_armor_body; cvar_t *sk_max_bullets; cvar_t *sk_max_shells; cvar_t *sk_max_rockets; cvar_t *sk_max_grenades; cvar_t *sk_max_cells; cvar_t *sk_max_slugs; cvar_t *sk_max_flares; cvar_t *sk_max_tbombs; cvar_t *sk_max_a2k; cvar_t *sk_max_empnuke; cvar_t *sk_max_plasmashield; // maximum settings if a player gets a bandolier cvar_t *sk_bando_bullets; // 300 cvar_t *sk_bando_shells; // 200 cvar_t *sk_bando_cells; // 300 cvar_t *sk_bando_slugs; // 100 cvar_t *sk_bando_flares; // 45 // maximum settings if a player gets a pack cvar_t *sk_pack_health; cvar_t *sk_pack_armor; cvar_t *sk_pack_bullets; // 300 cvar_t *sk_pack_shells; // 200 cvar_t *sk_pack_rockets; // 100 cvar_t *sk_pack_grenades; // 100 cvar_t *sk_pack_cells; // 300 cvar_t *sk_pack_slugs; // 100 cvar_t *sk_pack_flares; // 60 cvar_t *sk_pack_tbombs; // 100 cvar_t *sk_pack_a2k; // 1 cvar_t *sk_pack_empnuke; // 100 cvar_t *sk_pack_plasmashield; // 40 cvar_t *sk_box_shells; // value of shells cvar_t *sk_box_bullets; // value of bullets cvar_t *sk_box_grenades; // value of grenade pack cvar_t *sk_box_rockets; // value of rocket pack cvar_t *sk_box_cells; // value of cell pack cvar_t *sk_box_slugs; // value of slug box cvar_t *sk_box_flares; // value of flares box cvar_t *sk_box_tbombs; // value of IRED box cvar_t *sk_box_empnuke; // value of EMP nuke cvar_t *sk_box_plasmashield; // value of plasma shield cvar_t *sk_armor_bonus_value; // value of armor shards cvar_t *sk_health_bonus_value; // value of stimpacks cvar_t *sk_powerup_max; cvar_t *sk_quad_time; cvar_t *sk_inv_time; cvar_t *sk_breather_time; cvar_t *sk_enviro_time; cvar_t *sk_silencer_shots; cvar_t *sk_visor_time; cvar_t *sk_sniper_charge_time; cvar_t *sk_a2k_detonate_time; void InitLithiumVars (void) { mega_gibs = gi.cvar("mega_gibs", "0", 0); player_gib_health = gi.cvar("player_gib_health", "-40", 0); adjust_train_corners = gi.cvar("adjust_train_corners", "0", CVAR_ARCHIVE); falling_armor_damage = gi.cvar("falling_armor_damage", "0", CVAR_ARCHIVE); player_jump_sounds = gi.cvar("player_jump_sounds", "1", CVAR_ARCHIVE); use_vwep = gi.cvar("use_vwep", "1", CVAR_ARCHIVE); // weapon balancing sk_blaster_damage = gi.cvar("sk_blaster_damage", "10", 0); sk_blaster_damage_dm = gi.cvar("sk_blaster_damage_dm", "15", 0); sk_blaster_speed = gi.cvar("sk_blaster_speed", "1000", 0); sk_blaster_color = gi.cvar("sk_blaster_color", "1", 0); sk_shotgun_damage = gi.cvar("sk_shotgun_damage", "4", 0); sk_shotgun_count = gi.cvar("sk_shotgun_count", "12", 0); sk_shotgun_hspread = gi.cvar("sk_shotgun_hspread", "500", 0); sk_shotgun_vspread = gi.cvar("sk_shotgun_vspread", "500", 0); sk_sshotgun_damage = gi.cvar("sk_sshotgun_damage", "6", 0); sk_sshotgun_count = gi.cvar("sk_sshotgun_count", "20", 0); sk_sshotgun_hspread = gi.cvar("sk_sshotgun_hspread", "1000", 0); sk_sshotgun_vspread = gi.cvar("sk_sshotgun_vspread", "500", 0); sk_machinegun_damage = gi.cvar("sk_machinegun_damage", "8", 0); sk_machinegun_hspread = gi.cvar("sk_machinegun_hspread", "300", 0); sk_machinegun_vspread = gi.cvar("sk_machinegun_vspread", "500", 0); sk_chaingun_damage = gi.cvar("sk_chaingun_damage", "8", 0); sk_chaingun_damage_dm = gi.cvar("sk_chaingun_damage_dm", "6", 0); sk_chaingun_hspread = gi.cvar("sk_chaingun_hspread", "300", 0); sk_chaingun_vspread = gi.cvar("sk_chaingun_vspread", "500", 0); sk_grenade_damage = gi.cvar("sk_grenade_damage", "120", 0); sk_grenade_radius = gi.cvar("sk_grenade_radius", "160", 0); sk_grenade_speed = gi.cvar("sk_grenade_speed", "600", 0); sk_hand_grenade_damage = gi.cvar("sk_hand_grenade_damage", "125", 0); sk_hand_grenade_radius = gi.cvar("sk_hand_grenade_radius", "165", 0); sk_rocket_damage = gi.cvar("sk_rocket_damage", "100", 0); sk_rocket_damage2 = gi.cvar("sk_rocket_damage2", "20", 0); sk_rocket_rdamage = gi.cvar("sk_rocket_rdamage", "120", 0); sk_rocket_radius = gi.cvar("sk_rocket_radius", "140", 0); sk_rocket_speed = gi.cvar("sk_rocket_speed", "650", 0); sk_hyperblaster_damage = gi.cvar("sk_hyperblaster_damage", "10", 0); sk_hyperblaster_damage_dm = gi.cvar("sk_hyperblaster_damage_dm", "15", 0); sk_hyperblaster_speed = gi.cvar("sk_hyperblaster_speed", "1000", 0); sk_hyperblaster_color = gi.cvar("sk_hyperblaster_color", "1", 0); sk_railgun_damage = gi.cvar("sk_railgun_damage", "150", 0); sk_railgun_damage_dm = gi.cvar("sk_railgun_damage_dm", "100", 0); sk_rail_color = gi.cvar("sk_rail_color", "1", 0); sk_bfg_damage = gi.cvar("sk_bfg_damage", "500", 0); sk_bfg_damage_dm = gi.cvar("sk_bfg_damage_dm", "200", 0); sk_bfg_damage2 = gi.cvar("sk_bfg_damage2", "10", 0); sk_bfg_damage2_dm = gi.cvar("sk_bfg_damage2_dm", "5", 0); sk_bfg_rdamage = gi.cvar("sk_bfg_rdamage", "200", 0); sk_bfg_radius = gi.cvar("sk_bfg_radius", "1000", 0); sk_bfg_speed = gi.cvar("sk_bfg_speed", "400", 0); sk_flaregun_damage = gi.cvar("sk_flaregun_damage", "1", 0); sk_flaregun_rdamage = gi.cvar("sk_flaregun_rdamage", "1", 0); sk_flaregun_radius = gi.cvar("sk_flaregun_radius", "1", 0); sk_flaregun_speed = gi.cvar("sk_flaregun_speed", "600", 0); sk_flare_life = gi.cvar("sk_flare_life", "12", 0); sk_tbomb_damage = gi.cvar("sk_tbomb_damage", "150", 0); sk_tbomb_radius = gi.cvar("sk_tbomb_radius", "384", 0); sk_tbomb_shrapnel = gi.cvar("sk_tbomb_shrapnel", "5", 0); sk_tbomb_shrapnel_damage = gi.cvar("sk_tbomb_shrapnel_damage", "15", 0); sk_sniperrifle_damage = gi.cvar("sk_sniperrifle_damage", "250", 0); sk_sniperrifle_damage_dm = gi.cvar("sk_sniperrifle_damage_dm", "150", 0); sk_sniperrifle_kick = gi.cvar("sk_sniperrifle_kick", "400", 0); sk_sniperrifle_kick_dm = gi.cvar("sk_sniperrifle_kick_dm", "300", 0); sk_soniccannon_damage = gi.cvar("sk_soniccannon_damage", "10", 0); sk_soniccannon_damage2 = gi.cvar("sk_soniccannon_damage2", "990", 0); sk_soniccannon_radius = gi.cvar("sk_soniccannon_radius", "500", 0); sk_soniccannon_maxfiretime = gi.cvar("sk_soniccannon_maxfiretime", "5", 0); sk_soniccannon_maxcells = gi.cvar("sk_soniccannon_maxcells", "100", 0); sk_empnuke_radius = gi.cvar("sk_empnuke_radius", "1024", 0); sk_a2k_damage = gi.cvar("sk_a2k_damage", "2500", 0); sk_a2k_radius = gi.cvar("sk_a2k_radius", "512", 0); sk_plasmashield_health = gi.cvar("sk_plasmashield_health", "4000", 0); sk_plasmashield_life = gi.cvar("sk_plasmashield_life", "10", 0); // DM start values sk_dm_start_shells = gi.cvar("sk_dm_start_shells", "0", 0); sk_dm_start_bullets = gi.cvar("sk_dm_start_bullets", "0", 0); sk_dm_start_rockets = gi.cvar("sk_dm_start_rockets", "0", 0); sk_dm_start_grenades = gi.cvar("sk_dm_start_grenades", "0", 0); sk_dm_start_cells = gi.cvar("sk_dm_start_cells", "0", 0); sk_dm_start_slugs = gi.cvar("sk_dm_start_slugs", "0", 0); sk_dm_start_flares = gi.cvar("sk_dm_start_flares", "0", 0); sk_dm_start_tbombs = gi.cvar("sk_dm_start_tbombs", "0", 0); sk_dm_start_empnuke = gi.cvar("sk_dm_start_empnuke", "0", 0); sk_dm_start_plasmashield = gi.cvar("sk_dm_start_plasmashield", "0", 0); sk_dm_start_shotgun = gi.cvar("sk_dm_start_shotgun", "0", 0); sk_dm_start_sshotgun = gi.cvar("sk_dm_start_sshotgun", "0", 0); sk_dm_start_machinegun = gi.cvar("sk_dm_start_machinegun", "0", 0); sk_dm_start_chaingun = gi.cvar("sk_dm_start_chaingun", "0", 0); sk_dm_start_grenadelauncher = gi.cvar("sk_dm_start_grenadelauncher", "0", 0); sk_dm_start_rocketlauncher = gi.cvar("sk_dm_start_rocketlauncher", "0", 0); sk_dm_start_hyperblaster = gi.cvar("sk_dm_start_hyperblaster", "0", 0); sk_dm_start_railgun = gi.cvar("sk_dm_start_railgun", "0", 0); sk_dm_start_bfg = gi.cvar("sk_dm_start_bfg", "0", 0); sk_dm_start_flaregun = gi.cvar("sk_dm_start_flaregun", "0", 0); sk_dm_start_sniperrifle = gi.cvar("sk_dm_start_sniperrifle", "0", 0); sk_dm_start_soniccannon = gi.cvar("sk_dm_start_soniccannon", "0", 0); // maximum values sk_max_health = gi.cvar("sk_max_health", "100", 0); sk_max_health_dm = gi.cvar("sk_max_health_dm", "120", 0); sk_max_armor_jacket = gi.cvar("sk_max_armor_jacket", "50", 0); sk_max_armor_combat = gi.cvar("sk_max_armor_combat", "100", 0); sk_max_armor_body = gi.cvar("sk_max_armor_body", "200", 0); sk_max_bullets = gi.cvar("sk_max_bullets", "200", 0); sk_max_shells = gi.cvar("sk_max_shells", "100", 0); sk_max_rockets = gi.cvar("sk_max_rockets", "50", 0); sk_max_grenades = gi.cvar("sk_max_grenades", "50", 0); sk_max_cells = gi.cvar("sk_max_cells", "200", 0); sk_max_slugs = gi.cvar("sk_max_slugs", "50", 0); sk_max_flares = gi.cvar("sk_max_flares", "30", 0); sk_max_tbombs = gi.cvar("sk_max_tbombs", "30", 0); sk_max_a2k = gi.cvar("sk_max_a2k", "1", 0); sk_max_empnuke = gi.cvar("sk_max_empnuke", "50", 0); sk_max_plasmashield = gi.cvar("sk_max_plasmashield", "20", 0); // maximum settings if a player gets a bandolier sk_bando_bullets = gi.cvar("sk_bando_bullets", "250", 0); sk_bando_shells = gi.cvar("sk_bando_shells", "150", 0); sk_bando_cells = gi.cvar("sk_bando_cells", "250", 0); sk_bando_slugs = gi.cvar("sk_bando_slugs", "75", 0); sk_bando_flares = gi.cvar("sk_bando_flares", "45", 0); // maximum settings if a player gets a pack sk_pack_bullets = gi.cvar("sk_pack_bullets", "300", 0); sk_pack_shells = gi.cvar("sk_pack_shells", "200", 0); sk_pack_rockets = gi.cvar("sk_pack_rockets", "100", 0); sk_pack_grenades = gi.cvar("sk_pack_grenades", "100", 0); sk_pack_cells = gi.cvar("sk_pack_cells", "300", 0); sk_pack_slugs = gi.cvar("sk_pack_slugs", "100", 0); sk_pack_flares = gi.cvar("sk_pack_flares", "60", 0); sk_pack_tbombs = gi.cvar("sk_pack_tbombs", "100", 0); sk_pack_a2k = gi.cvar("sk_pack_a2k", "1", 0); sk_pack_empnuke = gi.cvar("sk_pack_empnuke", "100", 0); sk_pack_plasmashield = gi.cvar("sk_pack_plasmashield", "40", 0); // pickup values sk_box_shells = gi.cvar("sk_box_shells", "10", 0); sk_box_bullets = gi.cvar("sk_box_bullets", "50", 0); sk_box_grenades = gi.cvar("sk_box_grenades", "5", 0); sk_box_rockets = gi.cvar("sk_box_rockets", "5", 0); sk_box_cells = gi.cvar("sk_box_cells", "50", 0); sk_box_slugs = gi.cvar("sk_box_slugs", "10", 0); sk_box_flares = gi.cvar("sk_box_flares", "3", 0); sk_box_tbombs = gi.cvar("sk_box_tbombs", "3", 0); sk_box_empnuke = gi.cvar("sk_box_empnuke", "1", 0); sk_box_plasmashield = gi.cvar("sk_box_plasmashield", "5", 0); // items/powerups sk_armor_bonus_value = gi.cvar("sk_armor_bonus_value", "2", 0); sk_health_bonus_value = gi.cvar("sk_health_bonus_value", "2", 0); sk_powerup_max = gi.cvar("sk_powerup_max", "2", 0); sk_quad_time = gi.cvar("sk_quad_time", "30", 0); sk_inv_time = gi.cvar("sk_inv_time", "30", 0); sk_breather_time = gi.cvar("sk_breather_time", "30", 0); sk_enviro_time = gi.cvar("sk_enviro_time", "30", 0); sk_silencer_shots = gi.cvar("sk_silencer_shots", "30", 0); sk_visor_time = gi.cvar("sk_visor_time", "30", 0); sk_sniper_charge_time = gi.cvar("sk_sniper_charge_time", "3", 0); sk_a2k_detonate_time = gi.cvar("sk_a2k_detonate_time", "5", 0); }