//------------------------------------------------------------------------- /* Copyright (C) 2010 EDuke32 developers and contributors This file is part of EDuke32. EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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 "duke3d.h" #include "common_game.h" #include "gamevars.h" #include "gamedef.h" #include "osd.h" #include "savegame.h" #define _gamevars_c_ #include "gamestructures.c" extern int32_t OSD_errors; void Gv_RefreshPointers(void); extern void G_FreeMapState(int32_t mapnum); static void Gv_Free(void) /* called from Gv_ReadSave() and Gv_ResetVars() */ { // call this function as many times as needed. int32_t i=(MAXGAMEVARS-1); // AddLog("Gv_Free"); for (; i>=0; i--) { if ((aGameVars[i].dwFlags & GAMEVAR_USER_MASK) && aGameVars[i].val.plValues) { Bfree(aGameVars[i].val.plValues); aGameVars[i].val.plValues=NULL; } aGameVars[i].dwFlags |= GAMEVAR_RESET; if (i >= MAXGAMEARRAYS) continue; if (aGameArrays[i].plValues) Bfree(aGameArrays[i].plValues); aGameArrays[i].plValues=NULL; aGameArrays[i].bReset=1; } g_gameVarCount=g_gameArrayCount=0; hash_init(&h_gamevars); hash_init(&h_arrays); return; } static void Gv_Clear(void) { // only call this function ONCE... int32_t i=(MAXGAMEVARS-1); //AddLog("Gv_Clear"); for (; i>=0; i--) { if (aGameVars[i].szLabel) Bfree(aGameVars[i].szLabel); aGameVars[i].szLabel=NULL; aGameVars[i].dwFlags=0; if ((aGameVars[i].dwFlags & GAMEVAR_USER_MASK) && aGameVars[i].val.plValues) { Bfree(aGameVars[i].val.plValues); aGameVars[i].val.plValues=NULL; } aGameVars[i].val.lValue=0; aGameVars[i].dwFlags |= GAMEVAR_RESET; if (i >= MAXGAMEARRAYS) continue; if (aGameArrays[i].szLabel) Bfree(aGameArrays[i].szLabel); aGameArrays[i].szLabel=NULL; if (aGameArrays[i].plValues) Bfree(aGameArrays[i].plValues); aGameArrays[i].plValues=NULL; aGameArrays[i].bReset=1; } g_gameVarCount=g_gameArrayCount=0; hash_init(&h_gamevars); hash_init(&h_arrays); return; } int32_t Gv_ReadSave(int32_t fil, int32_t newbehav) { int32_t i, j; char savedstate[MAXVOLUMES*MAXLEVELS]; char tbuf[12]; if (newbehav) { if (kread(fil, tbuf, 12)!=12) goto corrupt; if (Bmemcmp(tbuf, "BEG: EDuke32", 12)) { OSD_Printf("BEG ERR\n"); return 2; } } Bmemset(&savedstate,0,sizeof(savedstate)); // AddLog("Reading gamevars from savegame"); Gv_Free(); // nuke 'em from orbit, it's the only way to be sure... // Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__); // AddLog(g_szBuf); if (kdfread(&g_gameVarCount,sizeof(g_gameVarCount),1,fil) != 1) goto corrupt; for (i=0; ivars[j]) MapInfo[i].savedstate->vars[j] = Bcalloc(MAXPLAYERS,sizeof(intptr_t)); if (kdfread(&MapInfo[i].savedstate->vars[j][0],sizeof(intptr_t) * MAXPLAYERS, 1, fil) != 1) goto corrupt; } else if (aGameVars[j].dwFlags & GAMEVAR_PERACTOR) { // if (!MapInfo[i].savedstate->vars[j]) MapInfo[i].savedstate->vars[j] = Bcalloc(MAXSPRITES,sizeof(intptr_t)); if (kdfread(&MapInfo[i].savedstate->vars[j][0],sizeof(intptr_t), MAXSPRITES, fil) != MAXSPRITES) goto corrupt; } } } else if (MapInfo[i].savedstate) { G_FreeMapState(i); } } if (!newbehav) { intptr_t l; if (kdfread(&l,sizeof(l),1,fil) != 1) goto corrupt; if (kdfread(g_szBuf,l,1,fil) != 1) goto corrupt; g_szBuf[l]=0; OSD_Printf("%s\n",g_szBuf); } else { if (kread(fil, tbuf, 12)!=12) goto corrupt; if (Bmemcmp(tbuf, "EOF: EDuke32", 12)) { OSD_Printf("EOF ERR\n"); return 2; } } #if 0 { FILE *fp; AddLog("Dumping Vars..."); fp=fopen("xxx.txt","w"); if (fp) { Gv_DumpValues(fp); fclose(fp); } AddLog("Done Dumping..."); } #endif return(0); corrupt: return(1); } void Gv_WriteSave(FILE *fil, int32_t newbehav) { int32_t i, j; char savedstate[MAXVOLUMES*MAXLEVELS]; Bmemset(&savedstate,0,sizeof(savedstate)); // AddLog("Saving Game Vars to File"); if (newbehav) fwrite("BEG: EDuke32", 12, 1, fil); dfwrite(&g_gameVarCount,sizeof(g_gameVarCount),1,fil); for (i=0; ivars[j][0],sizeof(intptr_t) * MAXPLAYERS, 1, fil); } else if (aGameVars[j].dwFlags & GAMEVAR_PERACTOR) { dfwrite(&MapInfo[i].savedstate->vars[j][0],sizeof(intptr_t), MAXSPRITES, fil); } } } if (!newbehav) { intptr_t l; Bsprintf(g_szBuf,"EOF: EDuke32"); l=Bstrlen(g_szBuf); dfwrite(&l,sizeof(l),1,fil); dfwrite(g_szBuf,l,1,fil); } else fwrite("EOF: EDuke32", 12, 1, fil); } void Gv_DumpValues(void) { int32_t i; OSD_Printf("// Current Game Definitions\n\n"); for (i=0; i= MAXGAMEARRAYS) { g_numCompilerErrors++; C_ReportError(-1); initprintf("%s:%d: error: too many arrays!\n",g_szScriptFileName,g_lineNumber); return 0; } if (Bstrlen(pszLabel) > (MAXARRAYLABEL-1)) { g_numCompilerErrors++; C_ReportError(-1); initprintf("%s:%d: error: array name `%s' exceeds limit of %d characters.\n",g_szScriptFileName,g_lineNumber,pszLabel, MAXARRAYLABEL); return 0; } i = hash_find(&h_arrays,pszLabel); if (i >=0 && !aGameArrays[i].bReset) { // found it it's a duplicate in error g_numCompilerWarnings++; C_ReportError(WARNING_DUPLICATEDEFINITION); return 0; } i = g_gameArrayCount; if (aGameArrays[i].szLabel == NULL) aGameArrays[i].szLabel=(char *)Bcalloc(MAXVARLABEL,sizeof(uint8_t)); if (aGameArrays[i].szLabel != pszLabel) Bstrcpy(aGameArrays[i].szLabel,pszLabel); aGameArrays[i].plValues=(intptr_t *)Bcalloc(asize,GAR_ELTSZ); aGameArrays[i].size=asize; aGameArrays[i].bReset=0; g_gameArrayCount++; hash_add(&h_arrays, aGameArrays[i].szLabel, i, 1); return 1; } int32_t Gv_NewVar(const char *pszLabel, intptr_t lValue, uint32_t dwFlags) { int32_t i, j; //Bsprintf(g_szBuf,"Gv_NewVar(%s, %d, %X)",pszLabel, lValue, dwFlags); //AddLog(g_szBuf); if (g_gameVarCount >= MAXGAMEVARS) { g_numCompilerErrors++; C_ReportError(-1); initprintf("%s:%d: error: too many gamevars!\n",g_szScriptFileName,g_lineNumber); return 0; } if (Bstrlen(pszLabel) > (MAXVARLABEL-1)) { g_numCompilerErrors++; C_ReportError(-1); initprintf("%s:%d: error: variable name `%s' exceeds limit of %d characters.\n",g_szScriptFileName,g_lineNumber,pszLabel, MAXVARLABEL); return 0; } i = hash_find(&h_gamevars,pszLabel); if (i >= 0 && !(aGameVars[i].dwFlags & GAMEVAR_RESET)) { // found it... if (aGameVars[i].dwFlags & (GAMEVAR_PTR_MASK)) { // warning++; // initprintf("%s:%d: warning: Internal gamevar \"%s\" cannot be redefined.\n",g_szScriptFileName,g_lineNumber,label+(g_numLabels<<6)); C_ReportError(-1); initprintf("%s:%d: warning: cannot redefine internal gamevar `%s'.\n",g_szScriptFileName,g_lineNumber,label+(g_numLabels<<6)); return 0; } else if (!(aGameVars[i].dwFlags & GAMEVAR_DEFAULT) && !(aGameVars[i].dwFlags & GAMEVAR_SYSTEM)) { // it's a duplicate in error g_numCompilerWarnings++; C_ReportError(WARNING_DUPLICATEDEFINITION); return 0; } } if (i == -1) i = g_gameVarCount; // Set values if ((aGameVars[i].dwFlags & GAMEVAR_SYSTEM) == 0) { if (aGameVars[i].szLabel == NULL) aGameVars[i].szLabel=Bcalloc(MAXVARLABEL,sizeof(uint8_t)); if (aGameVars[i].szLabel != pszLabel) Bstrcpy(aGameVars[i].szLabel,pszLabel); aGameVars[i].dwFlags=dwFlags; if (aGameVars[i].dwFlags & GAMEVAR_USER_MASK) { // only free if not system if (aGameVars[i].val.plValues) Bfree(aGameVars[i].val.plValues); aGameVars[i].val.plValues=NULL; } } // if existing is system, they only get to change default value.... aGameVars[i].lDefault = lValue; aGameVars[i].dwFlags &= ~GAMEVAR_RESET; if (i == g_gameVarCount) { // we're adding a new one. hash_add(&h_gamevars, aGameVars[i].szLabel, g_gameVarCount++, 0); } if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER) { if (!aGameVars[i].val.plValues) aGameVars[i].val.plValues=Bcalloc(MAXPLAYERS,sizeof(intptr_t)); for (j=MAXPLAYERS-1; j>=0; j--) aGameVars[i].val.plValues[j]=lValue; } else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR) { if (!aGameVars[i].val.plValues) aGameVars[i].val.plValues=Bcalloc(MAXSPRITES,sizeof(intptr_t)); for (j=MAXSPRITES-1; j>=0; j--) aGameVars[i].val.plValues[j]=lValue; } else aGameVars[i].val.lValue = lValue; return 1; } void __fastcall A_ResetVars(register int32_t iActor) { register int32_t i=(MAXGAMEVARS-1); do { if ((aGameVars[i].dwFlags & (GAMEVAR_PERACTOR|GAMEVAR_NODEFAULT)) == GAMEVAR_PERACTOR) aGameVars[i].val.plValues[iActor]=aGameVars[i].lDefault; } while (i--); } static int32_t Gv_GetVarIndex(const char *szGameLabel) { int32_t i = hash_find(&h_gamevars,szGameLabel); if (i == -1) { OSD_Printf(OSD_ERROR "Gv_GetVarDataPtr(): INTERNAL ERROR: couldn't find gamevar %s!\n",szGameLabel); return 0; } return i; } int32_t __fastcall Gv_GetVar(register int32_t id, register int32_t iActor, register int32_t iPlayer) { if (id == g_iThisActorID) return iActor; if (id == MAXGAMEVARS) return(*insptr++); { register intptr_t negateResult = id&(MAXGAMEVARS<<1); if (id >= g_gameVarCount) { if (id&(MAXGAMEVARS<<2)) // array { register int32_t index=Gv_GetVar(*insptr++,iActor,iPlayer); id &= (MAXGAMEVARS-1);// ~((MAXGAMEVARS<<2)|(MAXGAMEVARS<<1)); if ((unsigned)index >= (unsigned)aGameArrays[id].size) { iActor = index; goto badindex; } return ((aGameArrays[id].plValues[index] ^ -negateResult) + negateResult); } if (id&(MAXGAMEVARS<<3)) // struct shortcut vars { register int32_t index=Gv_GetVar(*insptr++, iActor, iPlayer); switch ((id&(MAXGAMEVARS-1)) - g_iSpriteVarID) { case 0: //if (id == g_iSpriteVarID) { int32_t parm2 = 0, label = *insptr++; /*OSD_Printf("%d %d %d\n",__LINE__,index,label);*/ if (ActorLabels[label].flags & LABEL_HASPARM2) parm2 = Gv_GetVar(*insptr++, iActor, iPlayer); if ((unsigned)index >= MAXSPRITES) { iPlayer = index; goto badsprite; } return ((VM_AccessSpriteX(index, label, parm2) ^ -negateResult) + negateResult); } case 3: //else if (id == g_iPlayerVarID) { int32_t parm2 = 0, label = *insptr++; if (PlayerLabels[label].flags & LABEL_HASPARM2) parm2 = Gv_GetVar(*insptr++, iActor, iPlayer); if (index == vm.g_i) index = vm.g_p; if ((unsigned)index >= MAXPLAYERS) { iPlayer = index; goto badplayer; } return ((VM_AccessPlayerX(index, label, parm2) ^ -negateResult) + negateResult); } case 4: //else if (id == g_iActorVarID) return ((Gv_GetVar(*insptr++, index, iPlayer) ^ -negateResult) + negateResult); case 1: //else if (id == g_iSectorVarID) if (index == vm.g_i) index = sprite[vm.g_i].sectnum; if ((unsigned)index >= MAXSECTORS) { iPlayer = index; insptr++; goto badsector; } return ((VM_AccessSectorX(index, *insptr++) ^ -negateResult) + negateResult); case 2: //else if (id == g_iWallVarID) if ((unsigned)index >= MAXWALLS) { iPlayer = index; insptr++; goto badwall; } return ((VM_AccessWallX(index, *insptr++) ^ -negateResult) + negateResult); default: goto wtf; } } id &= (MAXGAMEVARS-1); if (!negateResult) goto badvarid; } switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) { default: return ((aGameVars[id].val.lValue ^ -negateResult) + negateResult); case GAMEVAR_PERPLAYER: if ((unsigned)iPlayer >= MAXPLAYERS) goto bad_id; return ((aGameVars[id].val.plValues[iPlayer] ^ -negateResult) + negateResult); case GAMEVAR_PERACTOR: if ((unsigned)iActor >= MAXSPRITES) goto bad_id; return ((aGameVars[id].val.plValues[iActor] ^ -negateResult) + negateResult); case GAMEVAR_INTPTR: return (((*((int32_t *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult); case GAMEVAR_SHORTPTR: return (((*((int16_t *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult); case GAMEVAR_CHARPTR: return (((*((char *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult); } } bad_id: CON_ERRPRINTF("Gv_GetVar(): invalid sprite/player ID %d/%d\n", iActor,iPlayer); return -1; badvarid: CON_ERRPRINTF("Gv_GetVar(): invalid gamevar ID (%d)\n", id); return -1; badindex: CON_ERRPRINTF("Gv_GetVar(): invalid array index (%s[%d])\n", aGameArrays[id].szLabel,iActor); return -1; badplayer: CON_ERRPRINTF("Gv_GetVar(): invalid player ID %d\n", iPlayer); return -1; badsprite: CON_ERRPRINTF("Gv_GetVar(): invalid sprite ID %d\n", iPlayer); return -1; badsector: CON_ERRPRINTF("Gv_GetVar(): invalid sector ID %d\n", iPlayer); return -1; badwall: CON_ERRPRINTF("Gv_GetVar(): invalid wall ID %d\n", iPlayer); return -1; wtf: CON_ERRPRINTF("Gv_GetVar(): WTF?\n"); return -1; } void __fastcall Gv_SetVar(register int32_t id, register int32_t lValue, register int32_t iActor, register int32_t iPlayer) { if ((unsigned)id >= (unsigned)g_gameVarCount) goto badvarid; //Bsprintf(g_szBuf,"SGVI: %d (\"%s\") to %d for %d %d",id,aGameVars[id].szLabel,lValue,iActor,iPlayer); //AddLog(g_szBuf); switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) { default: aGameVars[id].val.lValue=lValue; return; case GAMEVAR_PERPLAYER: if ((unsigned)iPlayer > MAXPLAYERS-1) goto badindex; // for the current player aGameVars[id].val.plValues[iPlayer]=lValue; return; case GAMEVAR_PERACTOR: if ((unsigned)iActor > MAXSPRITES-1) goto badindex; aGameVars[id].val.plValues[iActor]=lValue; return; case GAMEVAR_INTPTR: *((int32_t *)aGameVars[id].val.lValue)=(int32_t)lValue; return; case GAMEVAR_SHORTPTR: *((int16_t *)aGameVars[id].val.lValue)=(int16_t)lValue; return; case GAMEVAR_CHARPTR: *((uint8_t *)aGameVars[id].val.lValue)=(uint8_t)lValue; return; } badvarid: CON_ERRPRINTF("Gv_SetVar(): invalid gamevar (%d) from sprite %d (%d), player %d\n", id,vm.g_i,sprite[vm.g_i].picnum,vm.g_p); return; badindex: CON_ERRPRINTF("Gv_SetVar(): invalid index (%d) for gamevar %s from sprite %d, player %d\n", aGameVars[id].dwFlags & GAMEVAR_PERACTOR ? iActor : iPlayer, aGameVars[id].szLabel,vm.g_i,vm.g_p); return; } int32_t __fastcall Gv_GetVarX(register int32_t id) { if (id == g_iThisActorID) return vm.g_i; if (id == MAXGAMEVARS) return(*insptr++); { register intptr_t negateResult = id&(MAXGAMEVARS<<1); if (id >= g_gameVarCount) { if (id&(MAXGAMEVARS<<2)) // array { register int32_t index=Gv_GetVarX(*insptr++); id &= (MAXGAMEVARS-1);// ~((MAXGAMEVARS<<2)|(MAXGAMEVARS<<1)); if ((unsigned)index >= (unsigned)aGameArrays[id].size) { negateResult = index; goto badindex; } return ((aGameArrays[id].plValues[index] ^ -negateResult) + negateResult); } if (id&(MAXGAMEVARS<<3)) // struct shortcut vars { int32_t index=Gv_GetVarX(*insptr++); switch ((id&(MAXGAMEVARS-1)) - g_iSpriteVarID) { case 0: //if (id == g_iSpriteVarID) { register int32_t parm2 = 0, label = *insptr++; /*OSD_Printf("%d %d %d\n",__LINE__,index,label);*/ if (ActorLabels[label].flags & LABEL_HASPARM2) parm2 = Gv_GetVarX(*insptr++); if ((unsigned)index >= MAXSPRITES) { id = index; goto badsprite; } return ((VM_AccessSpriteX(index, label, parm2) ^ -negateResult) + negateResult); } case 3: //else if (id == g_iPlayerVarID) { register int32_t parm2 = 0, label = *insptr++; if (PlayerLabels[label].flags & LABEL_HASPARM2) parm2 = Gv_GetVarX(*insptr++); if (index == vm.g_i) index = vm.g_p; if ((unsigned)index >= MAXPLAYERS) { id = index; goto badplayer; } return ((VM_AccessPlayerX(index, label, parm2) ^ -negateResult) + negateResult); } case 4: //else if (id == g_iActorVarID) return ((Gv_GetVar(*insptr++, index, vm.g_p) ^ -negateResult) + negateResult); case 1: //else if (id == g_iSectorVarID) if (index == vm.g_i) index = sprite[vm.g_i].sectnum; if ((unsigned)index >= MAXSECTORS) { id = index; insptr++; goto badsector; } return ((VM_AccessSectorX(index, *insptr++) ^ -negateResult) + negateResult); case 2: //else if (id == g_iWallVarID) if ((unsigned)index >= MAXWALLS) { id = index; insptr++; goto badwall; } return ((VM_AccessWallX(index, *insptr++) ^ -negateResult) + negateResult); default: goto wtf; } } id &= (MAXGAMEVARS-1); if (!negateResult) goto badvarid; } switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) { default: return ((aGameVars[id].val.lValue ^ -negateResult) + negateResult); case GAMEVAR_PERPLAYER: if ((unsigned)vm.g_p >= MAXPLAYERS) { id = vm.g_p; goto badplayer; } return ((aGameVars[id].val.plValues[vm.g_p] ^ -negateResult) + negateResult); case GAMEVAR_PERACTOR: return ((aGameVars[id].val.plValues[vm.g_i] ^ -negateResult) + negateResult); case GAMEVAR_INTPTR: return (((*((int32_t *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult); case GAMEVAR_SHORTPTR: return (((*((int16_t *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult); case GAMEVAR_CHARPTR: return (((*((uint8_t *)aGameVars[id].val.lValue)) ^ -negateResult) + negateResult); } badindex: CON_ERRPRINTF("Gv_GetVarX(): invalid array index (%s[%d])\n", aGameArrays[id].szLabel, (int32_t)negateResult); return -1; badvarid: CON_ERRPRINTF("Gv_GetVarX(): invalid gamevar ID (%d)\n", id); return -1; badplayer: CON_ERRPRINTF("Gv_GetVarX(): invalid player ID %d\n", id); return -1; badsprite: CON_ERRPRINTF("Gv_GetVarX(): invalid sprite ID %d\n", id); return -1; badsector: CON_ERRPRINTF("Gv_GetVarX(): invalid sector ID %d\n", id); return -1; badwall: CON_ERRPRINTF("Gv_GetVarX(): invalid wall ID %d\n", id); return -1; wtf: CON_ERRPRINTF("Gv_GetVar(): WTF?\n"); return -1; } } void __fastcall Gv_SetVarX(register int32_t id, register int32_t lValue) { switch (aGameVars[id].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) { default: aGameVars[id].val.lValue=lValue; return; case GAMEVAR_PERPLAYER: if ((unsigned)vm.g_p > MAXPLAYERS-1) goto badindex; aGameVars[id].val.plValues[vm.g_p]=lValue; return; case GAMEVAR_PERACTOR: if ((unsigned)vm.g_i > MAXSPRITES-1) goto badindex; aGameVars[id].val.plValues[vm.g_i]=lValue; return; case GAMEVAR_INTPTR: *((int32_t *)aGameVars[id].val.lValue)=(int32_t)lValue; return; case GAMEVAR_SHORTPTR: *((int16_t *)aGameVars[id].val.lValue)=(int16_t)lValue; return; case GAMEVAR_CHARPTR: *((uint8_t *)aGameVars[id].val.lValue)=(uint8_t)lValue; return; } badindex: CON_ERRPRINTF("Gv_SetVar(): invalid index (%d) for gamevar %s\n", aGameVars[id].dwFlags & GAMEVAR_PERACTOR ? vm.g_i : vm.g_p, aGameVars[id].szLabel); return; } int32_t Gv_GetVarByLabel(const char *szGameLabel, int32_t lDefault, int32_t iActor, int32_t iPlayer) { int32_t i = hash_find(&h_gamevars,szGameLabel); if (i < 0) return lDefault; return Gv_GetVar(i, iActor, iPlayer); } static intptr_t *Gv_GetVarDataPtr(const char *szGameLabel) { int32_t i = hash_find(&h_gamevars,szGameLabel); if (i < 0) return NULL; if (aGameVars[i].dwFlags & (GAMEVAR_PERACTOR | GAMEVAR_PERPLAYER)) { if (!aGameVars[i].val.plValues) CON_ERRPRINTF("Gv_GetVarDataPtr(): INTERNAL ERROR: NULL array !!!\n"); return aGameVars[i].val.plValues; } return &(aGameVars[i].val.lValue); } void Gv_ResetSystemDefaults(void) { // call many times... int32_t i,j; char aszBuf[64]; //AddLog("ResetWeaponDefaults"); for (j=MAXPLAYERS-1; j>=0; j--) { for (i=MAX_WEAPONS-1; i>=0; i--) { Bsprintf(aszBuf,"WEAPON%d_CLIP",i); aplWeaponClip[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_RELOAD",i); aplWeaponReload[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",i); aplWeaponFireDelay[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",i); aplWeaponTotalTime[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",i); aplWeaponHoldDelay[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_FLAGS",i); aplWeaponFlags[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_SHOOTS",i); aplWeaponShoots[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); if ((unsigned)aplWeaponShoots[i][j] >= MAXTILES) aplWeaponShoots[i][j] = 0; Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",i); aplWeaponSpawnTime[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_SPAWN",i); aplWeaponSpawn[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",i); aplWeaponShotsPerBurst[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",i); aplWeaponWorksLike[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",i); aplWeaponInitialSound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",i); aplWeaponFireSound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",i); aplWeaponSound2Time[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",i); aplWeaponSound2Sound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",i); aplWeaponReloadSound1[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",i); aplWeaponReloadSound2[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",i); aplWeaponSelectSound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",i); aplWeaponFlashColor[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j); } } g_iReturnVarID=Gv_GetVarIndex("RETURN"); g_iWeaponVarID=Gv_GetVarIndex("WEAPON"); g_iWorksLikeVarID=Gv_GetVarIndex("WORKSLIKE"); g_iZRangeVarID=Gv_GetVarIndex("ZRANGE"); g_iAngRangeVarID=Gv_GetVarIndex("ANGRANGE"); g_iAimAngleVarID=Gv_GetVarIndex("AUTOAIMANGLE"); g_iLoTagID=Gv_GetVarIndex("LOTAG"); g_iHiTagID=Gv_GetVarIndex("HITAG"); g_iTextureID=Gv_GetVarIndex("TEXTURE"); g_iThisActorID=Gv_GetVarIndex("THISACTOR"); g_iSpriteVarID=Gv_GetVarIndex("sprite"); g_iSectorVarID=Gv_GetVarIndex("sector"); g_iWallVarID=Gv_GetVarIndex("wall"); g_iPlayerVarID=Gv_GetVarIndex("player"); g_iActorVarID=Gv_GetVarIndex("actorvar"); for (i=MAXTILES-1; i>=0; i--) Bmemcpy(&ProjectileData[i], &g_tile[i].defproj, sizeof(projectile_t)); //AddLog("EOF:ResetWeaponDefaults"); } static void Gv_AddSystemVars(void) { // only call ONCE char aszBuf[64]; //AddLog("Gv_AddSystemVars"); Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",KNEE_WEAPON); Gv_NewVar(aszBuf, KNEE_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_CLIP",KNEE_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_RELOAD",KNEE_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",KNEE_WEAPON); Gv_NewVar(aszBuf, 7, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",KNEE_WEAPON); Gv_NewVar(aszBuf, 14, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",KNEE_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_FLAGS",KNEE_WEAPON); Gv_NewVar(aszBuf, WEAPON_NOVISIBLE | WEAPON_RANDOMRESTART | WEAPON_AUTOMATIC, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SHOOTS",KNEE_WEAPON); Gv_NewVar(aszBuf, KNEE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",KNEE_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SPAWN",KNEE_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",KNEE_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",KNEE_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",KNEE_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",KNEE_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",KNEE_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",KNEE_WEAPON); Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",KNEE_WEAPON); Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",KNEE_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",KNEE_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); ///////////////////////////// Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",PISTOL_WEAPON); Gv_NewVar(aszBuf, PISTOL_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_CLIP",PISTOL_WEAPON); Gv_NewVar(aszBuf, NAM?20:12, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_RELOAD",PISTOL_WEAPON); Gv_NewVar(aszBuf, NAM?50:27, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",PISTOL_WEAPON); Gv_NewVar(aszBuf, 2, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",PISTOL_WEAPON); Gv_NewVar(aszBuf, 5, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",PISTOL_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_FLAGS",PISTOL_WEAPON); Gv_NewVar(aszBuf, NAM?WEAPON_HOLSTER_CLEARS_CLIP:0 | WEAPON_RELOAD_TIMING, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SHOOTS",PISTOL_WEAPON); Gv_NewVar(aszBuf, SHOTSPARK1, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",PISTOL_WEAPON); Gv_NewVar(aszBuf, 2, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SPAWN",PISTOL_WEAPON); Gv_NewVar(aszBuf, SHELL, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",PISTOL_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",PISTOL_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",PISTOL_WEAPON); Gv_NewVar(aszBuf, PISTOL_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",PISTOL_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",PISTOL_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",PISTOL_WEAPON); Gv_NewVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",PISTOL_WEAPON); Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",PISTOL_WEAPON); Gv_NewVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",PISTOL_WEAPON); Gv_NewVar(aszBuf, 255+(95<<8), GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); ///////////////////////////// Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",SHOTGUN_WEAPON); Gv_NewVar(aszBuf, SHOTGUN_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_CLIP",SHOTGUN_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_RELOAD",SHOTGUN_WEAPON); Gv_NewVar(aszBuf, 13, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",SHOTGUN_WEAPON); Gv_NewVar(aszBuf, 4, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",SHOTGUN_WEAPON); Gv_NewVar(aszBuf, 30, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",SHOTGUN_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_FLAGS",SHOTGUN_WEAPON); Gv_NewVar(aszBuf, WEAPON_CHECKATRELOAD, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SHOOTS",SHOTGUN_WEAPON); Gv_NewVar(aszBuf, SHOTGUN, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",SHOTGUN_WEAPON); Gv_NewVar(aszBuf, 24, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SPAWN",SHOTGUN_WEAPON); Gv_NewVar(aszBuf, SHOTGUNSHELL, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",SHOTGUN_WEAPON); Gv_NewVar(aszBuf, 7, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",SHOTGUN_WEAPON); Gv_NewVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",SHOTGUN_WEAPON); Gv_NewVar(aszBuf, SHOTGUN_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",SHOTGUN_WEAPON); Gv_NewVar(aszBuf, 15, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); 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); Gv_NewVar("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Gv_NewVar("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Gv_NewVar("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Gv_NewVar("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Gv_NewVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Gv_NewVar("PIPEBOMB_CONTROL", NAM?PIPEBOMB_TIMER:PIPEBOMB_REMOTE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Gv_NewVar("RESPAWN_MONSTERS", (intptr_t)&ud.respawn_monsters,GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("RESPAWN_ITEMS",(intptr_t)&ud.respawn_items, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("RESPAWN_INVENTORY",(intptr_t)&ud.respawn_inventory, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("MONSTERS_OFF",(intptr_t)&ud.monsters_off, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("MARKER",(intptr_t)&ud.marker, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("FFIRE",(intptr_t)&ud.ffire, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("LEVEL",(intptr_t)&ud.level_number, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); Gv_NewVar("VOLUME",(intptr_t)&ud.volume_number, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); Gv_NewVar("COOP",(intptr_t)&ud.coop, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("MULTIMODE",(intptr_t)&ud.multimode, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("WEAPON", 0, GAMEVAR_PERPLAYER | GAMEVAR_READONLY | GAMEVAR_SYSTEM); Gv_NewVar("WORKSLIKE", 0, GAMEVAR_PERPLAYER | GAMEVAR_READONLY | GAMEVAR_SYSTEM); Gv_NewVar("RETURN", 0, GAMEVAR_SYSTEM); Gv_NewVar("ZRANGE", 4, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Gv_NewVar("ANGRANGE", 18, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Gv_NewVar("AUTOAIMANGLE", 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); Gv_NewVar("LOTAG", 0, GAMEVAR_SYSTEM); Gv_NewVar("HITAG", 0, GAMEVAR_SYSTEM); Gv_NewVar("TEXTURE", 0, GAMEVAR_SYSTEM); Gv_NewVar("THISACTOR", 0, GAMEVAR_READONLY | GAMEVAR_SYSTEM); // special vars for struct access Gv_NewVar("sprite", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); Gv_NewVar("sector", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); Gv_NewVar("wall", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); Gv_NewVar("player", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); Gv_NewVar("actorvar", -1, GAMEVAR_READONLY | GAMEVAR_SYSTEM | GAMEVAR_SPECIAL); Gv_NewVar("myconnectindex", (intptr_t)&myconnectindex, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("screenpeek", (intptr_t)&screenpeek, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("currentweapon",(intptr_t)&g_currentweapon, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("gs",(intptr_t)&g_gs, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("looking_arc",(intptr_t)&g_looking_arc, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("gun_pos",(intptr_t)&g_gun_pos, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("weapon_xoffset",(intptr_t)&g_weapon_xoffset, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("weaponcount",(intptr_t)&g_kb, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("looking_angSR1",(intptr_t)&g_looking_angSR1, GAMEVAR_INTPTR | GAMEVAR_SYSTEM); Gv_NewVar("xdim",(intptr_t)&xdim, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("ydim",(intptr_t)&ydim, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("windowx1",(intptr_t)&windowx1, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("windowx2",(intptr_t)&windowx2, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("windowy1",(intptr_t)&windowy1, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("windowy2",(intptr_t)&windowy2, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("totalclock",(intptr_t)&totalclock, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY); Gv_NewVar("lastvisinc",(intptr_t)&lastvisinc, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("numsectors",(intptr_t)&numsectors, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY); Gv_NewVar("current_menu",(intptr_t)&g_currentMenu, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); Gv_NewVar("numplayers",(intptr_t)&numplayers, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); Gv_NewVar("viewingrange",(intptr_t)&viewingrange, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); Gv_NewVar("yxaspect",(intptr_t)&yxaspect, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); Gv_NewVar("gravitationalconstant",(intptr_t)&g_spriteGravity, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("gametype_flags",(intptr_t)&GametypeFlags[ud.coop], GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("framerate",(intptr_t)&g_currentFrameRate, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); Gv_NewVar("CLIPMASK0", CLIPMASK0, GAMEVAR_SYSTEM|GAMEVAR_READONLY); Gv_NewVar("CLIPMASK1", CLIPMASK1, GAMEVAR_SYSTEM|GAMEVAR_READONLY); Gv_NewVar("camerax",(intptr_t)&ud.camera.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("cameray",(intptr_t)&ud.camera.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("cameraz",(intptr_t)&ud.camera.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("cameraang",(intptr_t)&ud.cameraang, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR); Gv_NewVar("camerahoriz",(intptr_t)&ud.camerahoriz, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR); Gv_NewVar("camerasect",(intptr_t)&ud.camerasect, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR); Gv_NewVar("cameradist",(intptr_t)&g_cameraDistance, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("cameraclock",(intptr_t)&g_cameraClock, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("myx",(intptr_t)&my.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("myy",(intptr_t)&my.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("myz",(intptr_t)&my.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("omyx",(intptr_t)&omy.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("omyy",(intptr_t)&omy.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("omyz",(intptr_t)&omy.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("myvelx",(intptr_t)&myvel.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("myvely",(intptr_t)&myvel.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("myvelz",(intptr_t)&myvel.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("myhoriz",(intptr_t)&myhoriz, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR); Gv_NewVar("myhorizoff",(intptr_t)&myhorizoff, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR); Gv_NewVar("omyhoriz",(intptr_t)&omyhoriz, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR); Gv_NewVar("omyhorizoff",(intptr_t)&omyhorizoff, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR); Gv_NewVar("myang",(intptr_t)&myang, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR); Gv_NewVar("omyang",(intptr_t)&omyang, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR); Gv_NewVar("mycursectnum",(intptr_t)&mycursectnum, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR); Gv_NewVar("myjumpingcounter",(intptr_t)&myjumpingcounter, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR); Gv_NewVar("myjumpingtoggle",(intptr_t)&myjumpingtoggle, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR); Gv_NewVar("myonground",(intptr_t)&myonground, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR); Gv_NewVar("myhardlanding",(intptr_t)&myhardlanding, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR); Gv_NewVar("myreturntocenter",(intptr_t)&myreturntocenter, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR); Gv_NewVar("display_mirror",(intptr_t)&display_mirror, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR); Gv_NewVar("randomseed",(intptr_t)&randomseed, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); Gv_NewVar("NUMWALLS",(intptr_t)&numwalls, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY); Gv_NewVar("NUMSECTORS",(intptr_t)&numsectors, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY); Gv_NewVar("Numsprites",(intptr_t)&Numsprites, GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY); Gv_NewVar("lastsavepos",(intptr_t)&g_lastSaveSlot, GAMEVAR_SYSTEM | GAMEVAR_INTPTR); #ifdef USE_OPENGL Gv_NewVar("rendmode",(intptr_t)&rendmode, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM); #else Gv_NewVar("rendmode", 0, GAMEVAR_READONLY | GAMEVAR_SYSTEM); #endif } void Gv_Init(void) { // only call ONCE // (... not true anymore) static int32_t inited=0; if (inited) return; inited = 1; // initprintf("Initializing game variables\n"); //AddLog("Gv_Init"); Gv_Clear(); Gv_AddSystemVars(); Gv_InitWeaponPointers(); Gv_ResetSystemDefaults(); } void Gv_InitWeaponPointers(void) { int32_t i; char aszBuf[64]; // called from game Init AND when level is loaded... //AddLog("Gv_InitWeaponPointers"); for (i=(MAX_WEAPONS-1); i>=0; i--) { Bsprintf(aszBuf,"WEAPON%d_CLIP",i); aplWeaponClip[i]=Gv_GetVarDataPtr(aszBuf); if (!aplWeaponClip[i]) { initprintf("ERROR: NULL weapon! WTF?!\n"); // exit(0); G_Shutdown(); } Bsprintf(aszBuf,"WEAPON%d_RELOAD",i); aplWeaponReload[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",i); aplWeaponFireDelay[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",i); aplWeaponTotalTime[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",i); aplWeaponHoldDelay[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_FLAGS",i); aplWeaponFlags[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_SHOOTS",i); aplWeaponShoots[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",i); aplWeaponSpawnTime[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_SPAWN",i); aplWeaponSpawn[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",i); aplWeaponShotsPerBurst[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",i); aplWeaponWorksLike[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",i); aplWeaponInitialSound[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",i); aplWeaponFireSound[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",i); aplWeaponSound2Time[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",i); aplWeaponSound2Sound[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",i); aplWeaponReloadSound1[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",i); aplWeaponReloadSound2[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",i); aplWeaponSelectSound[i]=Gv_GetVarDataPtr(aszBuf); Bsprintf(aszBuf,"WEAPON%d_FLASHCOLOR",i); aplWeaponFlashColor[i]=Gv_GetVarDataPtr(aszBuf); } } void Gv_RefreshPointers(void) { aGameVars[Gv_GetVarIndex("RESPAWN_MONSTERS")].val.lValue = (intptr_t)&ud.respawn_monsters; aGameVars[Gv_GetVarIndex("RESPAWN_ITEMS")].val.lValue = (intptr_t)&ud.respawn_items; aGameVars[Gv_GetVarIndex("RESPAWN_INVENTORY")].val.lValue = (intptr_t)&ud.respawn_inventory; aGameVars[Gv_GetVarIndex("MONSTERS_OFF")].val.lValue = (intptr_t)&ud.monsters_off; aGameVars[Gv_GetVarIndex("MARKER")].val.lValue = (intptr_t)&ud.marker; aGameVars[Gv_GetVarIndex("FFIRE")].val.lValue = (intptr_t)&ud.ffire; aGameVars[Gv_GetVarIndex("LEVEL")].val.lValue = (intptr_t)&ud.level_number; aGameVars[Gv_GetVarIndex("VOLUME")].val.lValue = (intptr_t)&ud.volume_number; aGameVars[Gv_GetVarIndex("COOP")].val.lValue = (intptr_t)&ud.coop; aGameVars[Gv_GetVarIndex("MULTIMODE")].val.lValue = (intptr_t)&ud.multimode; aGameVars[Gv_GetVarIndex("myconnectindex")].val.lValue = (intptr_t)&myconnectindex; aGameVars[Gv_GetVarIndex("screenpeek")].val.lValue = (intptr_t)&screenpeek; aGameVars[Gv_GetVarIndex("currentweapon")].val.lValue = (intptr_t)&g_currentweapon; aGameVars[Gv_GetVarIndex("gs")].val.lValue = (intptr_t)&g_gs; aGameVars[Gv_GetVarIndex("looking_arc")].val.lValue = (intptr_t)&g_looking_arc; aGameVars[Gv_GetVarIndex("gun_pos")].val.lValue = (intptr_t)&g_gun_pos; aGameVars[Gv_GetVarIndex("weapon_xoffset")].val.lValue = (intptr_t)&g_weapon_xoffset; aGameVars[Gv_GetVarIndex("weaponcount")].val.lValue = (intptr_t)&g_kb; aGameVars[Gv_GetVarIndex("looking_angSR1")].val.lValue = (intptr_t)&g_looking_angSR1; aGameVars[Gv_GetVarIndex("xdim")].val.lValue = (intptr_t)&xdim; aGameVars[Gv_GetVarIndex("ydim")].val.lValue = (intptr_t)&ydim; aGameVars[Gv_GetVarIndex("windowx1")].val.lValue = (intptr_t)&windowx1; aGameVars[Gv_GetVarIndex("windowx2")].val.lValue = (intptr_t)&windowx2; aGameVars[Gv_GetVarIndex("windowy1")].val.lValue = (intptr_t)&windowy1; aGameVars[Gv_GetVarIndex("windowy2")].val.lValue = (intptr_t)&windowy2; aGameVars[Gv_GetVarIndex("totalclock")].val.lValue = (intptr_t)&totalclock; aGameVars[Gv_GetVarIndex("lastvisinc")].val.lValue = (intptr_t)&lastvisinc; aGameVars[Gv_GetVarIndex("numsectors")].val.lValue = (intptr_t)&numsectors; aGameVars[Gv_GetVarIndex("numplayers")].val.lValue = (intptr_t)&numplayers; aGameVars[Gv_GetVarIndex("current_menu")].val.lValue = (intptr_t)&g_currentMenu; aGameVars[Gv_GetVarIndex("viewingrange")].val.lValue = (intptr_t)&viewingrange; aGameVars[Gv_GetVarIndex("yxaspect")].val.lValue = (intptr_t)&yxaspect; aGameVars[Gv_GetVarIndex("gravitationalconstant")].val.lValue = (intptr_t)&g_spriteGravity; aGameVars[Gv_GetVarIndex("gametype_flags")].val.lValue = (intptr_t)&GametypeFlags[ud.coop]; aGameVars[Gv_GetVarIndex("framerate")].val.lValue = (intptr_t)&g_currentFrameRate; aGameVars[Gv_GetVarIndex("camerax")].val.lValue = (intptr_t)&ud.camera.x; aGameVars[Gv_GetVarIndex("cameray")].val.lValue = (intptr_t)&ud.camera.y; aGameVars[Gv_GetVarIndex("cameraz")].val.lValue = (intptr_t)&ud.camera.z; aGameVars[Gv_GetVarIndex("cameraang")].val.lValue = (intptr_t)&ud.cameraang; aGameVars[Gv_GetVarIndex("camerahoriz")].val.lValue = (intptr_t)&ud.camerahoriz; aGameVars[Gv_GetVarIndex("camerasect")].val.lValue = (intptr_t)&ud.camerasect; aGameVars[Gv_GetVarIndex("cameradist")].val.lValue = (intptr_t)&g_cameraDistance; aGameVars[Gv_GetVarIndex("cameraclock")].val.lValue = (intptr_t)&g_cameraClock; aGameVars[Gv_GetVarIndex("myx")].val.lValue = (intptr_t)&my.x; aGameVars[Gv_GetVarIndex("myy")].val.lValue = (intptr_t)&my.y; aGameVars[Gv_GetVarIndex("myz")].val.lValue = (intptr_t)&my.z; aGameVars[Gv_GetVarIndex("omyx")].val.lValue = (intptr_t)&omy.x; aGameVars[Gv_GetVarIndex("omyy")].val.lValue = (intptr_t)&omy.y; aGameVars[Gv_GetVarIndex("omyz")].val.lValue = (intptr_t)&omy.z; aGameVars[Gv_GetVarIndex("myvelx")].val.lValue = (intptr_t)&myvel.x; aGameVars[Gv_GetVarIndex("myvely")].val.lValue = (intptr_t)&myvel.y; aGameVars[Gv_GetVarIndex("myvelz")].val.lValue = (intptr_t)&myvel.z; aGameVars[Gv_GetVarIndex("myhoriz")].val.lValue = (intptr_t)&myhoriz; aGameVars[Gv_GetVarIndex("myhorizoff")].val.lValue = (intptr_t)&myhorizoff; aGameVars[Gv_GetVarIndex("omyhoriz")].val.lValue = (intptr_t)&omyhoriz; aGameVars[Gv_GetVarIndex("omyhorizoff")].val.lValue = (intptr_t)&omyhorizoff; aGameVars[Gv_GetVarIndex("myang")].val.lValue = (intptr_t)&myang; aGameVars[Gv_GetVarIndex("omyang")].val.lValue = (intptr_t)&omyang; aGameVars[Gv_GetVarIndex("mycursectnum")].val.lValue = (intptr_t)&mycursectnum; aGameVars[Gv_GetVarIndex("myjumpingcounter")].val.lValue = (intptr_t)&myjumpingcounter; aGameVars[Gv_GetVarIndex("myjumpingtoggle")].val.lValue = (intptr_t)&myjumpingtoggle; aGameVars[Gv_GetVarIndex("myonground")].val.lValue = (intptr_t)&myonground; aGameVars[Gv_GetVarIndex("myhardlanding")].val.lValue = (intptr_t)&myhardlanding; aGameVars[Gv_GetVarIndex("myreturntocenter")].val.lValue = (intptr_t)&myreturntocenter; aGameVars[Gv_GetVarIndex("display_mirror")].val.lValue = (intptr_t)&display_mirror; aGameVars[Gv_GetVarIndex("randomseed")].val.lValue = (intptr_t)&randomseed; aGameVars[Gv_GetVarIndex("NUMWALLS")].val.lValue = (intptr_t)&numwalls; aGameVars[Gv_GetVarIndex("NUMSECTORS")].val.lValue = (intptr_t)&numsectors; aGameVars[Gv_GetVarIndex("Numsprites")].val.lValue = (intptr_t)&Numsprites; aGameVars[Gv_GetVarIndex("lastsavepos")].val.lValue = (intptr_t)&g_lastSaveSlot; #ifdef USE_OPENGL aGameVars[Gv_GetVarIndex("rendmode")].val.lValue = (intptr_t)&rendmode; #endif }