mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
Replace wall of dup'd code in Gv_AddSystemVars with something more readable.
Specifically, have a weapondata_t type mimicking the aplWeapon* arrays. Keep a list weapondefaults[] which undergoes some static->dynamic tweaks and then makes its way to the WEAPONx_XXX per-player gamevars. git-svn-id: https://svn.eduke32.com/eduke32@3327 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
b30d00dd91
commit
f1b1ce2cc3
2 changed files with 184 additions and 480 deletions
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@ -78,6 +78,30 @@ extern char g_szBuf[1024];
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extern intptr_t *g_scriptPtr;
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typedef struct
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{
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// NOTE: the member names must be identical to aplWeapon* suffixes.
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int32_t WorksLike; // What the original works like
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int32_t Clip; // number of items in magazine
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int32_t Reload; // delay to reload (include fire)
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int32_t FireDelay; // delay to fire
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int32_t TotalTime; // The total time the weapon is cycling before next fire.
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int32_t HoldDelay; // delay after release fire button to fire (0 for none)
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int32_t Flags; // Flags for weapon
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int32_t Shoots; // what the weapon shoots
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int32_t SpawnTime; // the frame at which to spawn an item
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int32_t Spawn; // the item to spawn
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int32_t ShotsPerBurst; // number of shots per 'burst' (one ammo per 'burst')
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int32_t InitialSound; // Sound made when weapon starts firing. zero for no sound
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int32_t FireSound; // Sound made when firing (each time for automatic)
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int32_t Sound2Time; // Alternate sound time
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int32_t Sound2Sound; // Alternate sound sound ID
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int32_t ReloadSound1; // Sound of magazine being removed
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int32_t ReloadSound2; // Sound of magazine being inserted
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int32_t SelectSound; // Sound of weapon being selected
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int32_t FlashColor; // Muzzle flash color
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} weapondata_t;
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typedef struct
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{
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const char *name;
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@ -484,8 +484,6 @@ int32_t Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags)
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// found it...
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if (aGameVars[i].dwFlags & (GAMEVAR_PTR_MASK))
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{
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// warning++;
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// initprintf("%s:%d: warning: Internal gamevar \"%s\" cannot be redefined.\n",g_szScriptFileName,g_lineNumber,label+(g_numLabels<<6));
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C_ReportError(-1);
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initprintf("%s:%d: warning: cannot redefine internal gamevar `%s'.\n",g_szScriptFileName,g_lineNumber,label+(g_numLabels<<6));
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return 0;
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@ -1072,492 +1070,174 @@ void Gv_ResetSystemDefaults(void)
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//AddLog("EOF:ResetWeaponDefaults");
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}
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static weapondata_t weapondefaults[MAX_WEAPONS] = {
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/*
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WorksLike, Clip, Reload, FireDelay, TotalTime, HoldDelay,
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Flags,
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Shoots, SpawnTime, Spawn, ShotsPerBurst, InitialSound, FireSound, Sound2Time, Sound2Sound,
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ReloadSound1, ReloadSound2, SelectSound, FlashColor
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*/
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{
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KNEE_WEAPON, 0, 0, 7, 14, 0,
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WEAPON_NOVISIBLE | WEAPON_RANDOMRESTART | WEAPON_AUTOMATIC,
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KNEE__STATIC, 0, 0, 0, 0, 0, 0,
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0, EJECT_CLIP, INSERT_CLIP, 0, 0
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},
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{
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PISTOL_WEAPON, /*NAM?20:*/12, /*NAM?50:*/27, 2, 5, 0,
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/*NAM?WEAPON_HOLSTER_CLEARS_CLIP:*/0 | WEAPON_RELOAD_TIMING,
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SHOTSPARK1__STATIC, 2, SHELL__STATIC, 0, 0, PISTOL_FIRE, 0, 0,
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EJECT_CLIP, INSERT_CLIP, INSERT_CLIP, 255+(95<<8)
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},
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{
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SHOTGUN_WEAPON, 0, 13, 4, 30, 0,
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WEAPON_CHECKATRELOAD,
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SHOTGUN__STATIC, 24, SHOTGUNSHELL__STATIC, 7, 0, SHOTGUN_FIRE, 15, SHOTGUN_COCK,
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EJECT_CLIP, INSERT_CLIP, SHOTGUN_COCK, 255+(95<<8)
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},
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{
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CHAINGUN_WEAPON, 0, 0, 3, 12, 3,
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WEAPON_AUTOMATIC | WEAPON_FIREEVERYTHIRD | WEAPON_AMMOPERSHOT | WEAPON_SPAWNTYPE3 | WEAPON_RESET,
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CHAINGUN__STATIC, 1, SHELL__STATIC, 0, 0, CHAINGUN_FIRE, 0, 0,
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EJECT_CLIP, INSERT_CLIP, SELECT_WEAPON, 255+(95<<8)
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},
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{
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RPG_WEAPON, 0, 0, 4, 20, 0,
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0,
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RPG__STATIC, 0, 0, 0, 0, 0, 0, 0,
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EJECT_CLIP, INSERT_CLIP, SELECT_WEAPON, 255+(95<<8)
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},
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{
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HANDBOMB_WEAPON, 0, 30, 6, 19, 12,
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WEAPON_THROWIT,
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HEAVYHBOMB__STATIC, 0, 0, 0, 0, 0, 0,
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0, EJECT_CLIP, INSERT_CLIP, 0, 0
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},
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{
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SHRINKER_WEAPON, 0, 0, 10, /*NAM?30:*/12, 0,
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WEAPON_GLOWS,
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SHRINKER__STATIC, 0, 0, 0, SHRINKER_FIRE, 0, 0, 0,
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EJECT_CLIP, INSERT_CLIP, SELECT_WEAPON, 128+(255<<8)+(128<<16)
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},
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{
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DEVISTATOR_WEAPON, 0, 0, 3, 6, 5,
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WEAPON_FIREEVERYOTHER | WEAPON_AMMOPERSHOT,
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RPG__STATIC, 0, 0, 2, CAT_FIRE, 0, 0, 0,
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EJECT_CLIP, INSERT_CLIP, SELECT_WEAPON, 255+(95<<8)
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},
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{
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TRIPBOMB_WEAPON, 0, 16, 3, 16, 7,
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WEAPON_NOVISIBLE | WEAPON_STANDSTILL | WEAPON_CHECKATRELOAD,
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HANDHOLDINGLASER__STATIC, 0, 0, 0, 0, 0, 0,
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0, EJECT_CLIP, INSERT_CLIP, 0, 0
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},
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{
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FREEZE_WEAPON, 0, 0, 3, 5, 0,
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WEAPON_RESET,
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FREEZEBLAST__STATIC, 0, 0, 0, CAT_FIRE, CAT_FIRE, 0, 0,
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EJECT_CLIP, INSERT_CLIP, SELECT_WEAPON, 128+(128<<8)+(255<<16)
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},
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{
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HANDREMOTE_WEAPON, 0, 10, 2, 10, 0,
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WEAPON_BOMB_TRIGGER | WEAPON_NOVISIBLE,
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0, 0, 0, 0, 0, 0, 0,
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0, EJECT_CLIP, INSERT_CLIP, 0, 0
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},
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{
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GROW_WEAPON, 0, 0, 3, /*NAM?30:*/5, 0,
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WEAPON_GLOWS,
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GROWSPARK__STATIC, /*NAM?2:*/0, /*NAM?SHELL:*/0, 0, 0, /*NAM?0:*/EXPANDERSHOOT, 0, 0,
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EJECT_CLIP, INSERT_CLIP, SELECT_WEAPON, 255+(95<<8)
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},
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};
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// KEEPINSYNC with what is contained above
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// XXX: ugly
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static int32_t G_StaticToDynamicTile(int32_t tile)
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{
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switch (tile)
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{
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case CHAINGUN__STATIC: return CHAINGUN;
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case FREEZEBLAST__STATIC: return FREEZEBLAST;
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case GROWSPARK__STATIC: return GROWSPARK;
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case HANDHOLDINGLASER__STATIC: return HANDHOLDINGLASER;
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case HEAVYHBOMB__STATIC: return HEAVYHBOMB;
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case KNEE__STATIC: return KNEE;
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case RPG__STATIC: return RPG;
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case SHELL__STATIC: return SHELL;
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case SHOTGUNSHELL__STATIC: return SHOTGUNSHELL;
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case SHOTGUN__STATIC: return SHOTGUN;
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case SHOTSPARK1__STATIC: return SHOTSPARK1;
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case SHRINKER__STATIC: return SHRINKER;
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default: return tile;
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}
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}
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#define ADDWEAPONVAR(Weapidx, Membname) do { \
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Bsprintf(aszBuf, "WEAPON%d_" #Membname, Weapidx); \
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Bstrupr(aszBuf); \
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Gv_NewVar(aszBuf, weapondefaults[Weapidx].Membname, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); \
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} while (0)
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static void Gv_AddSystemVars(void)
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{
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// only call ONCE
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char aszBuf[64];
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int32_t i;
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if (NAM)
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{
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weapondefaults[PISTOL_WEAPON].Clip = 20;
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weapondefaults[PISTOL_WEAPON].Reload = 50;
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weapondefaults[PISTOL_WEAPON].Flags = WEAPON_HOLSTER_CLEARS_CLIP;
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weapondefaults[SHRINKER_WEAPON].TotalTime = 30;
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weapondefaults[GROW_WEAPON].TotalTime = 30;
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weapondefaults[GROW_WEAPON].SpawnTime = 2;
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weapondefaults[GROW_WEAPON].Spawn = SHELL;
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weapondefaults[GROW_WEAPON].FireSound = 0;
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}
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//AddLog("Gv_AddSystemVars");
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Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",KNEE_WEAPON);
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Gv_NewVar(aszBuf, KNEE_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_CLIP",KNEE_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_RELOAD",KNEE_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",KNEE_WEAPON);
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Gv_NewVar(aszBuf, 7, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",KNEE_WEAPON);
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Gv_NewVar(aszBuf, 14, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",KNEE_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_FLAGS",KNEE_WEAPON);
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Gv_NewVar(aszBuf, WEAPON_NOVISIBLE | WEAPON_RANDOMRESTART | WEAPON_AUTOMATIC, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SHOOTS",KNEE_WEAPON);
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Gv_NewVar(aszBuf, KNEE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",KNEE_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SPAWN",KNEE_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",KNEE_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",KNEE_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",KNEE_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",KNEE_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",KNEE_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",KNEE_WEAPON);
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Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",KNEE_WEAPON);
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Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",KNEE_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",KNEE_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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for (i=0; i<MAX_WEAPONS; i++)
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{
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weapondefaults[i].Shoots = G_StaticToDynamicTile(weapondefaults[i].Shoots);
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weapondefaults[i].Spawn = G_StaticToDynamicTile(weapondefaults[i].Spawn);
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/////////////////////////////
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Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, PISTOL_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_CLIP",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, NAM?20:12, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_RELOAD",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, NAM?50:27, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, 2, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, 5, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_FLAGS",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, NAM?WEAPON_HOLSTER_CLEARS_CLIP:0 | WEAPON_RELOAD_TIMING, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SHOOTS",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, SHOTSPARK1, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, 2, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SPAWN",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, SHELL, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, PISTOL_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",PISTOL_WEAPON);
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Gv_NewVar(aszBuf, 255+(95<<8), GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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/////////////////////////////
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Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",SHOTGUN_WEAPON);
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Gv_NewVar(aszBuf, SHOTGUN_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_CLIP",SHOTGUN_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_RELOAD",SHOTGUN_WEAPON);
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Gv_NewVar(aszBuf, 13, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",SHOTGUN_WEAPON);
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Gv_NewVar(aszBuf, 4, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",SHOTGUN_WEAPON);
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Gv_NewVar(aszBuf, 30, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",SHOTGUN_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_FLAGS",SHOTGUN_WEAPON);
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Gv_NewVar(aszBuf, WEAPON_CHECKATRELOAD, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SHOOTS",SHOTGUN_WEAPON);
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Gv_NewVar(aszBuf, SHOTGUN, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",SHOTGUN_WEAPON);
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Gv_NewVar(aszBuf, 24, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SPAWN",SHOTGUN_WEAPON);
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Gv_NewVar(aszBuf, SHOTGUNSHELL, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",SHOTGUN_WEAPON);
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Gv_NewVar(aszBuf, 7, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",SHOTGUN_WEAPON);
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Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",SHOTGUN_WEAPON);
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Gv_NewVar(aszBuf, SHOTGUN_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",SHOTGUN_WEAPON);
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Gv_NewVar(aszBuf, 15, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",SHOTGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, SHOTGUN_COCK, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",SHOTGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",SHOTGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",SHOTGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, SHOTGUN_COCK, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",SHOTGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, 255+(95<<8), GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
|
||||
/////////////////////////////
|
||||
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, CHAINGUN_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_CLIP",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOAD",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, 3, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, 12, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, 3, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLAGS",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, WEAPON_AUTOMATIC | WEAPON_FIREEVERYTHIRD | WEAPON_AMMOPERSHOT | WEAPON_SPAWNTYPE3 | WEAPON_RESET, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, CHAINGUN, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, 1, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWN",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, SHELL, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, CHAINGUN_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, SELECT_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",CHAINGUN_WEAPON);
|
||||
Gv_NewVar(aszBuf, 255+(95<<8), GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
|
||||
/////////////////////////////
|
||||
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, RPG_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_CLIP",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOAD",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, 4, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, 20, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLAGS",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, RPG, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWN",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, SELECT_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",RPG_WEAPON);
|
||||
Gv_NewVar(aszBuf, 255+(95<<8), GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
|
||||
/////////////////////////////
|
||||
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, HANDBOMB_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_CLIP",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOAD",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 30, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 6, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 19, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 12, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLAGS",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, WEAPON_THROWIT, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, HEAVYHBOMB, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWN",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",HANDBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
|
||||
/////////////////////////////
|
||||
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, SHRINKER_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_CLIP",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOAD",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, 10, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, NAM?30:12, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLAGS",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, WEAPON_GLOWS, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, SHRINKER, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWN",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, SHRINKER_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, SELECT_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",SHRINKER_WEAPON);
|
||||
Gv_NewVar(aszBuf, 128+(255<<8)+(128<<16), GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
|
||||
/////////////////////////////
|
||||
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, DEVISTATOR_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_CLIP",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOAD",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, 3, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, 6, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, 5, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLAGS",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, WEAPON_FIREEVERYOTHER | WEAPON_AMMOPERSHOT, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, RPG, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWN",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, 2, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, CAT_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, SELECT_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",DEVISTATOR_WEAPON);
|
||||
Gv_NewVar(aszBuf, 255+(95<<8), GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
|
||||
/////////////////////////////
|
||||
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, TRIPBOMB_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_CLIP",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOAD",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 16, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 3, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 16, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 7, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLAGS",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, WEAPON_NOVISIBLE | WEAPON_STANDSTILL | WEAPON_CHECKATRELOAD, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, HANDHOLDINGLASER, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWN",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",TRIPBOMB_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
|
||||
/////////////////////////////
|
||||
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, FREEZE_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_CLIP",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOAD",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 3, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 5, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLAGS",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, WEAPON_RESET, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, FREEZEBLAST, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWN",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, CAT_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, CAT_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, SELECT_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",FREEZE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 128+(128<<8)+(255<<16), GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
|
||||
/////////////////////////////
|
||||
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, HANDREMOTE_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_CLIP",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOAD",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 10, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 2, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 10, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLAGS",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, WEAPON_BOMB_TRIGGER | WEAPON_NOVISIBLE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWN",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",HANDREMOTE_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, GROW_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_CLIP",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOAD",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, 3, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, NAM?30:5, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLAGS",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, WEAPON_GLOWS, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, GROWSPARK, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, NAM?2:0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SPAWN",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, NAM?SHELL:0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, NAM?0:EXPANDERSHOOT, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, SELECT_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",GROW_WEAPON);
|
||||
Gv_NewVar(aszBuf, 255+(95<<8), GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
ADDWEAPONVAR(i, WorksLike);
|
||||
ADDWEAPONVAR(i, Clip);
|
||||
ADDWEAPONVAR(i, Reload);
|
||||
ADDWEAPONVAR(i, FireDelay);
|
||||
ADDWEAPONVAR(i, TotalTime);
|
||||
ADDWEAPONVAR(i, HoldDelay);
|
||||
ADDWEAPONVAR(i, Flags);
|
||||
ADDWEAPONVAR(i, Shoots);
|
||||
ADDWEAPONVAR(i, SpawnTime);
|
||||
ADDWEAPONVAR(i, Spawn);
|
||||
ADDWEAPONVAR(i, ShotsPerBurst);
|
||||
ADDWEAPONVAR(i, InitialSound);
|
||||
ADDWEAPONVAR(i, FireSound);
|
||||
ADDWEAPONVAR(i, Sound2Time);
|
||||
ADDWEAPONVAR(i, Sound2Sound);
|
||||
ADDWEAPONVAR(i, ReloadSound1);
|
||||
ADDWEAPONVAR(i, ReloadSound2);
|
||||
ADDWEAPONVAR(i, SelectSound);
|
||||
ADDWEAPONVAR(i, FlashColor);
|
||||
}
|
||||
|
||||
Gv_NewVar("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
Gv_NewVar("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
||||
|
|
Loading…
Reference in a new issue