thirtyflightsofloving/game/km_cvar.c
Knightmare66 95295401a4 Added support for custom client railgun colors in 3ZB2, Awakening2, and Zaero DLLs.
Added weapon balancing and tech control cvars to 3ZB2 DLL.
Added Vampire and Ammogen techs to 3ZB2 game DLL.
Fixed func_door_secret movement bug (when built with origin brush) in Zaero DLL.
Fixed armor stacking bug in default Lazarus, missionpack, and Zaero DLLs.
Removed unused tech cvars in default Lazarus DLL.
Changed parsing of TE_BLASTER_COLORED tempent.
2021-10-31 03:53:09 -04:00

385 lines
15 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Knightmare
This file is part of Lazarus Quake 2 Mod source code.
Lazarus Quake 2 Mod source code 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.
Lazarus Quake 2 Mod source code 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 Lazarus Quake 2 Mod source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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 *allow_player_use_abandoned_turret; //whether to allow player to use turrets in exisiting maps
cvar_t *adjust_train_corners; //whether to subtract (1,1,1) from train path corners to fix misalignments
cvar_t *add_velocity_throw; //whether to add player's velocity to thrown objects
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
// Server-side speed control stuff
cvar_t *player_max_speed;
cvar_t *player_crouch_speed;
cvar_t *player_accel;
cvar_t *player_stopspeed;
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_railgun_skin;
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_jump_kick_damage;
// 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_homing;
cvar_t *sk_dm_start_grenades;
cvar_t *sk_dm_start_cells;
cvar_t *sk_dm_start_slugs;
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;
// 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_fuel;
// 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_fuel;
// 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_fuel;
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_fuel; //value of fuel
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_nuke_max;
cvar_t *sk_nbomb_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_stasis_time;
// CTF stuff
cvar_t *use_techs; // enables techs
cvar_t *use_coloredtechs; // enable colored techs, otherwise plain CTF Techs
cvar_t *use_lithiumtechs; // enable lithium style colored runes, otherwise plain CTF Techs
cvar_t *ctf_blastercolors; // enable different blaster colors for each team
cvar_t *ctf_railcolors; // enable different railtrail colors for each team
cvar_t *allow_flagdrop;
cvar_t *allow_flagpickup;
cvar_t *allow_techdrop;
cvar_t *allow_techpickup;
cvar_t *tech_flags; // determines which techs will show in the game, add these:
// 1 = resist, 2 = strength, 4 = haste, 8 = regen, 16 = vampire, 32 = ammogen
cvar_t *tech_spawn; // chance a rune will spawn from another item respawning
cvar_t *tech_perplayer; // sets techs per player that will appear in map
cvar_t *tech_life; // seconds a rune will stay around before disappearing
cvar_t *tech_min; // sets minimum number of techs to be in the game
cvar_t *tech_max; // sets maximum number of techs to be in the game
//cvar_t *tech_haste; // what should I use this for?
cvar_t *tech_resist; // sets how much damage is divided by with resist rune
cvar_t *tech_strength; // sets how much damage is multiplied by with strength rune
//cvar_t *tech_regen; // sets how fast health is gained back
cvar_t *tech_regen_armor;
cvar_t *tech_regen_health_max; // sets maximum health that can be gained from regen rune
cvar_t *tech_regen_armor_max; // sets maximum armor that can be gained from regen rune
cvar_t *tech_regen_armor_always; // sets whether armor should be regened regardless of if currently held
cvar_t *tech_vampire; // sets percentage of health gained from damage inflicted
cvar_t *tech_vampiremax; // sets maximum health that can be gained from vampire rune
// end CTF stuff
void InitLithiumVars (void)
{
mega_gibs = gi.cvar("mega_gibs", "0", 0);
player_gib_health = gi.cvar("player_gib_health", "-40", 0);
allow_player_use_abandoned_turret = gi.cvar("allow_player_use_abandoned_turret", "0", CVAR_ARCHIVE);
adjust_train_corners = gi.cvar("adjust_train_corners", "0", CVAR_ARCHIVE);
add_velocity_throw = gi.cvar("add_velocity_throw", "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);
player_max_speed = gi.cvar("player_max_speed", "300", 0);
player_crouch_speed = gi.cvar("player_crouch_speed", "100", 0);
player_accel = gi.cvar("player_accel", "10", 0);
player_stopspeed = gi.cvar("player_stopspeed", "100", 0);
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_railgun_skin = gi.cvar("sk_railgun_skin", "0", 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_jump_kick_damage = gi.cvar("sk_jump_kick_damage", "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_homing = gi.cvar("sk_dm_start_homing", "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_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);
// 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_fuel = gi.cvar("sk_max_fuel", "1000", 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_fuel = gi.cvar("sk_bando_fuel", "1500", 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_fuel = gi.cvar("sk_pack_fuel", "2000", 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_fuel = gi.cvar("sk_box_fuel", "500", 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_stasis_time = gi.cvar("sk_stasis_time", "30", 0);
// CTF stuff
use_techs = gi.cvar("use_techs", "0", 0);
use_coloredtechs = gi.cvar("use_coloredtechs", "0", 0);
use_lithiumtechs = gi.cvar("use_lithiumtechs", "0", 0);
ctf_blastercolors = gi.cvar("ctf_blastercolors", "1", 0);
ctf_railcolors = gi.cvar("ctf_railcolors", "1", 0);
allow_flagdrop = gi.cvar("allow_flagdrop", "1", 0);
allow_flagpickup = gi.cvar("allow_flagpickup", "1", 0);
allow_techdrop = gi.cvar("allow_techdrop", "1", 0);
allow_techpickup = gi.cvar("allow_techpickup", "1", 0);
tech_flags = gi.cvar("tech_flags", "15", 0);
tech_spawn = gi.cvar("tech_spawn", "0.10", 0);
tech_perplayer = gi.cvar("tech_perplayer", "0.7", 0);
tech_life = gi.cvar("tech_life", "20", 0);
tech_min = gi.cvar("tech_min", "2", 0);
tech_max = gi.cvar("tech_max", "10", 0);
// tech_haste = gi.cvar("tech_haste", "", 0);
tech_resist = gi.cvar("tech_resist", "2.0", 0);
tech_strength = gi.cvar("tech_strength", "2.0", 0);
// tech_regen = gi.cvar("tech_regen", "0.25", 0);
tech_regen_armor = gi.cvar("tech_regen_armor", "1", 0);
tech_regen_health_max = gi.cvar("tech_regen_health_max", "150", 0);
tech_regen_armor_max = gi.cvar("tech_regen_armor_max", "150", 0);
tech_regen_armor_always = gi.cvar("tech_regen_armor_always", "0", 0);
tech_vampire = gi.cvar("tech_vampire", "0.5", 0);
tech_vampiremax = gi.cvar("tech_vampiremax", "200", 0);
// end CTF Tech stuff
}