raze/source/games/duke/src/gamevar.cpp

1263 lines
44 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "serializer.h"
#include "names.h"
#include "build.h"
#include "gamevar.h"
#include "mapinfo.h"
// This currently only works for WW2GI.
#include "names_d.h"
BEGIN_DUKE_NS
MATTGAMEVAR aGameVars[MAXGAMEVARS];
int iGameVarCount;
int numActorVars;
extern int errorcount, warningcount, line_count;
//intptr_t *actorLoadEventScrptr[MAXTILES];
intptr_t apScriptGameEvent[MAXGAMEEVENTS];
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, GameVarValue& w, GameVarValue* def)
{
if (arc.BeginObject(keyname))
{
int type = w.isActor() ? 0 : 1;
arc("type", type);
switch (type)
{
case 0:
{
DDukeActor* a = arc.isWriting() ? w.actor() : nullptr;
arc("actor", a);
if (arc.isReading()) w = GameVarValue(a);
break;
}
case 1:
{
auto s = arc.isWriting()? w.value() : 0;
arc("value", s);
if (arc.isReading()) w = GameVarValue(s);
break;
}
}
arc.EndObject();
}
return arc;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SerializeGameVars(FSerializer &arc)
{
if (arc.BeginObject("gamevars"))
{
// Only save the ones which hold their own data, i.e. skip pointer variables.
for (auto& gv : aGameVars)
{
if (!(gv.dwFlags & (GAMEVAR_FLAG_PLONG|GAMEVAR_FLAG_PFUNC)))
{
if (arc.BeginObject(gv.szLabel))
{
if (gv.dwFlags & (GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_PERACTOR))
arc("index", gv.indexValue);
else
arc("value", gv.lValue);
arc("initvalue", gv.initValue)
.EndObject();
}
}
}
arc.EndObject();
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int AddGameVar(const char* pszLabel, intptr_t lValue, unsigned dwFlags)
{
if (dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC))
dwFlags |= GAMEVAR_FLAG_SYSTEM; // force system if PLONG
int i;
for (i = 0; i < iGameVarCount; i++)
{
if (strcmp(pszLabel, aGameVars[i].szLabel) == 0)
{
// found it...
if ((aGameVars[i].dwFlags & GAMEVAR_FLAG_DEFAULT)
|| (aGameVars[i].dwFlags & GAMEVAR_FLAG_SYSTEM)
)
{
// it's OK to replace
break;
}
else return -1;
}
}
if (i < MAXGAMEVARS)
{
// Set values
if (aGameVars[i].dwFlags & GAMEVAR_FLAG_SYSTEM && !(dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC)))
{
// if existing is system, they only get to change default value....
aGameVars[i].lValue = GameVarValue(lValue);
if (!(dwFlags & GAMEVAR_FLAG_NODEFAULT))
{
aGameVars[i].defaultValue = GameVarValue(lValue);
}
}
else
{
strcpy(aGameVars[i].szLabel, pszLabel);
aGameVars[i].dwFlags = dwFlags;
if (dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC))
{
aGameVars[i].plValue = (int*)lValue;
}
else
{
aGameVars[i].lValue = GameVarValue(lValue);
}
if (!(dwFlags & GAMEVAR_FLAG_NODEFAULT))
{
aGameVars[i].defaultValue = GameVarValue(lValue);
}
}
aGameVars[i].initValue = GameVarValue(lValue);
if (i == iGameVarCount)
{
// we're adding a new one.
iGameVarCount++;
}
return 1;
}
else
{
// no room to add...
return -2;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int GetGameID(const char *szGameLabel)
{
int i;
for(i=0;i<iGameVarCount;i++)
{
if( strcmp(szGameLabel, aGameVars[i].szLabel) == 0 )
{
return i;
}
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int GetDefID(const char *szGameLabel)
{
int i;
for(i=0;i<iGameVarCount;i++)
{
if( strcmp(szGameLabel, aGameVars[i].szLabel) == 0 )
{
return i;
}
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ClearGameVars(void)
{
// only call this function ONCE (at game init)...
int i;
for (i = 0; i < MAXGAMEVARS; i++)
{
aGameVars[i].plValue = nullptr;
aGameVars[i].szLabel[0] = 0;
aGameVars[i].dwFlags = 0;
}
iGameVarCount=0;
return;
}
//---------------------------------------------------------------------------
//
// I think the best way to describe the original code here is
// "utterly broken by design" ...
// I hope this version is saner, there's really no need to tear down and
// rebuild the complete set of game vars just to reset them to the defaults...
//
//---------------------------------------------------------------------------
void ResetGameVars(void)
{
int i;
for(i=0;i<iGameVarCount;i++)
{
if (!(aGameVars[i].dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC)))
{
if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PERPLAYER))
{
for (auto &pl : ps)
{
pl.uservars[aGameVars[i].indexValue] = aGameVars[i].defaultValue;
}
}
else if (!(aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR))
{
aGameVars[i].lValue = aGameVars[i].defaultValue;
}
else
{
// actor vars get set when an actor gets spawned and use initValue as their initial value.
aGameVars[i].initValue = aGameVars[i].defaultValue;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
GameVarValue GetGameVarID(int id, DDukeActor* sActor, int sPlayer)
{
if(id<0 || id >= iGameVarCount)
{
Printf("GetGameVarID: Invalid Game ID %d\n", id);
return GameVarValue(-1);
}
if (id == g_iThisActorID)
{
return GameVarValue(sActor);
}
if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERPLAYER )
{
// for the current player
if (sPlayer >= 0 && sPlayer < MAXPLAYERS)
return ps[sPlayer].uservars[aGameVars[id].indexValue];
return aGameVars[id].initValue;
}
else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERACTOR )
{
// for the current actor
if(sActor != nullptr)
{
return sActor->uservars[aGameVars[id].indexValue];
}
else
{
return aGameVars[id].initValue;
}
}
else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PLONG )
{
if( !aGameVars[id].plValue)
{
Printf("GetGameVarID NULL PlValues for PLONG Var=%s\n",aGameVars[id].szLabel);
}
return GameVarValue(*aGameVars[id].plValue);
}
else if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PFUNC)
{
if (!aGameVars[id].plValue)
{
Printf("GetGameVarID NULL PlValues for PFUNC Var=%s\n", aGameVars[id].szLabel);
}
return GameVarValue(aGameVars[id].getter());
}
else
{
return aGameVars[id].lValue;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SetGameVarID(int id, GameVarValue lValue, DDukeActor* sActor, int sPlayer)
{
if(id<0 || id >= iGameVarCount)
{
Printf("Invalid Game ID %d\n", id);
return;
}
if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERPLAYER )
{
// for the current player
if (sPlayer >= 0)
{
if (sPlayer < MAXPLAYERS)
ps[sPlayer].uservars[aGameVars[id].indexValue] = lValue;
}
else
{
for (int i = connecthead; i >= 0; i = connectpoint2[i])
ps[i].uservars[aGameVars[id].indexValue] = lValue; // set for all players
aGameVars[id].initValue = lValue;
}
}
else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERACTOR )
{
// for the current actor
if (sActor != nullptr) sActor->uservars[aGameVars[id].indexValue] = lValue;
else
{
DukeSpriteIterator it;
while (auto actor = it.Next())
actor->uservars[aGameVars[id].indexValue] = lValue;
aGameVars[id].initValue = lValue;
}
}
else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PLONG )
{
// set the value at pointer
*aGameVars[id].plValue = lValue.safeValue();
}
else if( !(aGameVars[id].dwFlags & GAMEVAR_FLAG_PFUNC) )
{
aGameVars[id].lValue=lValue;
}
}
void SetGameVarID(int id, int lValue, DDukeActor* sActor, int sPlayer)
{
SetGameVarID(id, GameVarValue(lValue), sActor, sPlayer);
}
void SetGameVarID(int id, DDukeActor* lValue, DDukeActor* sActor, int sPlayer)
{
SetGameVarID(id, GameVarValue(lValue), sActor, sPlayer);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
GameVarValue GetGameVar(const char *szGameLabel, GameVarValue lDefault, DDukeActor* sActor, int sPlayer)
{
for (int i = 0; i < iGameVarCount; i++)
{
if (strcmp(szGameLabel, aGameVars[i].szLabel) == 0)
{
return GetGameVarID(i, sActor, sPlayer);
}
}
return lDefault;
}
GameVarValue GetGameVar(const char* szGameLabel, int lDefault, DDukeActor* sActor, int sPlayer)
{
return GetGameVar(szGameLabel, GameVarValue(lDefault), sActor, sPlayer);
}
//---------------------------------------------------------------------------
//
// only used for the aplWeapon stuff
//
//---------------------------------------------------------------------------
int GetGameValuePtr(char *szGameLabel)
{
for (int i = 0; i < iGameVarCount; i++)
{
if (strcmp(szGameLabel, aGameVars[i].szLabel) == 0)
{
if (!(aGameVars[i].dwFlags & (GAMEVAR_FLAG_PERPLAYER)))
{
I_FatalError("%s was overridden to something other than a player gamevar.", szGameLabel);
}
return aGameVars[i].indexValue;
}
}
I_FatalError("%s was overridden to something other than a player gamevar.", szGameLabel);
return -1;
}
//---------------------------------------------------------------------------
//
// Event stuff
//
//---------------------------------------------------------------------------
void ClearGameEvents()
{
int i;
for (i=0;i<MAXGAMEEVENTS;i++)
{
apScriptGameEvent[i]=(intptr_t)0;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool IsGameEvent(int i)
{
if (i<0) return 0;
if (i>=MAXGAMEEVENTS) return 0;
return (apScriptGameEvent[i] != 0);
}
//---------------------------------------------------------------------------
//
// Below lies awful hackery for WW2GI.
//
//---------------------------------------------------------------------------
int g_iReturnVarID = -1; // var ID of "RETURN"
int g_iWeaponVarID = -1; // var ID of "WEAPON"
int g_iWorksLikeVarID = -1; // var ID of "WORKSLIKE"
int g_iZRangeVarID = -1; // var ID of "ZRANGE"
int g_iAngRangeVarID = -1; // var ID of "ANGRANGE"
int g_iAimAngleVarID = -1; // var ID of "AUTOAIMANGLE"
int g_iAtWithVarID = -1; // var ID of "AtWith"
int g_iLoTagID = -1; // var ID of "LOTAG"
int g_iHiTagID = -1; // ver ID of "HITAG"
int g_iTextureID = -1; // var ID of "TEXTURE"
int g_iThisActorID = -1; // var ID of "THISACTOR"
static int i_aplWeaponClip[MAX_WEAPONS]; // number of items in clip
static int i_aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire)
static int i_aplWeaponFireDelay[MAX_WEAPONS]; // delay to fire
static int i_aplWeaponFlags[MAX_WEAPONS]; // Flags for weapon
static int i_aplWeaponShoots[MAX_WEAPONS]; // what the weapon shoots
static int i_aplWeaponSpawnTime[MAX_WEAPONS]; // the frame at which to spawn an item
static int i_aplWeaponTotalTime[MAX_WEAPONS]; // The total time the weapon is cycling before next fire.
static int i_aplWeaponHoldDelay[MAX_WEAPONS]; // delay after release fire button to fire (0 for none)
static int i_aplWeaponSpawn[MAX_WEAPONS]; // the item to spawn
static int i_aplWeaponShotsPerBurst[MAX_WEAPONS]; // number of shots per 'burst' (one ammo per 'burst'
static int i_aplWeaponWorksLike[MAX_WEAPONS]; // What original the weapon works like
static int i_aplWeaponInitialSound[MAX_WEAPONS]; // Sound made when initialy firing. zero for no sound
static int i_aplWeaponFireSound[MAX_WEAPONS]; // Sound made when firing (each time for automatic)
static int i_aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time
static int i_aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID
int aplWeaponClip(int weapon, int player) { return ps[player].uservars[i_aplWeaponClip[weapon]].safeValue(); }
int aplWeaponReload(int weapon, int player) { return ps[player].uservars[i_aplWeaponReload[weapon]].safeValue(); }
int aplWeaponFireDelay(int weapon, int player) { return ps[player].uservars[i_aplWeaponFireDelay[weapon]].safeValue(); }
int aplWeaponHoldDelay(int weapon, int player) { return ps[player].uservars[i_aplWeaponHoldDelay[weapon]].safeValue(); }
int aplWeaponTotalTime(int weapon, int player) { return ps[player].uservars[i_aplWeaponTotalTime[weapon]].safeValue(); }
int aplWeaponFlags(int weapon, int player) { return ps[player].uservars[i_aplWeaponFlags[weapon]].safeValue(); }
int aplWeaponShoots(int weapon, int player) { return ps[player].uservars[i_aplWeaponShoots[weapon]].safeValue(); }
int aplWeaponSpawnTime(int weapon, int player) { return ps[player].uservars[i_aplWeaponSpawnTime[weapon]].safeValue(); }
int aplWeaponSpawn(int weapon, int player) { return ps[player].uservars[i_aplWeaponSpawn[weapon]].safeValue(); }
int aplWeaponShotsPerBurst(int weapon, int player) { return ps[player].uservars[i_aplWeaponShotsPerBurst[weapon]].safeValue(); }
int aplWeaponWorksLike(int weapon, int player) { return ps[player].uservars[i_aplWeaponWorksLike[weapon]].safeValue(); }
int aplWeaponInitialSound(int weapon, int player) { return ps[player].uservars[i_aplWeaponInitialSound[weapon]].safeValue(); }
int aplWeaponFireSound(int weapon, int player) { return ps[player].uservars[i_aplWeaponFireSound[weapon]].safeValue(); }
int aplWeaponSound2Time(int weapon, int player) { return ps[player].uservars[i_aplWeaponSound2Time[weapon]].safeValue(); }
int aplWeaponSound2Sound(int weapon, int player) { return ps[player].uservars[i_aplWeaponSound2Sound[weapon]].safeValue(); }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitGameVarPointers(void)
{
int i;
char aszBuf[64];
// called from game Init AND when level is loaded...
for (i = 0; i < 12/*MAX_WEAPONS*/; i++) // Setup only exists for the original 12 weapons.
{
sprintf(aszBuf, "WEAPON%d_CLIP", i);
i_aplWeaponClip[i] = GetGameValuePtr(aszBuf);
if (i_aplWeaponClip[i] < 0)
{
I_FatalError("ERROR: NULL Weapon\n");
}
sprintf(aszBuf, "WEAPON%d_RELOAD", i);
i_aplWeaponReload[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", i);
i_aplWeaponFireDelay[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", i);
i_aplWeaponTotalTime[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", i);
i_aplWeaponHoldDelay[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_FLAGS", i);
i_aplWeaponFlags[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_SHOOTS", i);
i_aplWeaponShoots[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", i);
i_aplWeaponSpawnTime[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_SPAWN", i);
i_aplWeaponSpawn[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", i);
i_aplWeaponShotsPerBurst[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", i);
i_aplWeaponWorksLike[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", i);
i_aplWeaponInitialSound[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", i);
i_aplWeaponFireSound[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", i);
i_aplWeaponSound2Time[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", i);
i_aplWeaponSound2Sound[i] = GetGameValuePtr(aszBuf);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
// These are deliberately not stored in accessible variables anymore. Use is deprecated.
int getmap() { return currentLevel->levelNumber; }
int getvol() { return currentLevel->cluster; }
void AddSystemVars()
{
// only call ONCE
char aszBuf[64];
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", KNEE_WEAPON);
AddGameVar(aszBuf, KNEE_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", KNEE_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", KNEE_WEAPON);
AddGameVar(aszBuf, 7, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", KNEE_WEAPON);
AddGameVar(aszBuf, 14, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", KNEE_WEAPON);
AddGameVar(aszBuf, 14, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", KNEE_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_NOVISIBLE | WEAPON_FLAG_AUTOMATIC | WEAPON_FLAG_RANDOMRESTART, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", KNEE_WEAPON);
AddGameVar(aszBuf, KNEE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", PISTOL_WEAPON);
AddGameVar(aszBuf, PISTOL_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", PISTOL_WEAPON);
AddGameVar(aszBuf, 12, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", PISTOL_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", PISTOL_WEAPON);
AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", PISTOL_WEAPON);
AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", PISTOL_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_AUTOMATIC | WEAPON_FLAG_HOLSTER_CLEARS_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", PISTOL_WEAPON);
AddGameVar(aszBuf, SHOTSPARK1, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", PISTOL_WEAPON);
AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", PISTOL_WEAPON);
AddGameVar(aszBuf, SHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", PISTOL_WEAPON);
AddGameVar(aszBuf, PISTOL_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", SHOTGUN_WEAPON);
AddGameVar(aszBuf, SHOTGUN_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 13, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 4, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 31, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", SHOTGUN_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_CHECKATRELOAD, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", SHOTGUN_WEAPON);
AddGameVar(aszBuf, SHOTGUN, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 24, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", SHOTGUN_WEAPON);
AddGameVar(aszBuf, SHOTGUNSHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 7, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", SHOTGUN_WEAPON);
AddGameVar(aszBuf, SHOTGUN_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 15, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", SHOTGUN_WEAPON);
AddGameVar(aszBuf, SHOTGUN_COCK, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", CHAINGUN_WEAPON);
AddGameVar(aszBuf, CHAINGUN_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 1, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 10, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", CHAINGUN_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_AUTOMATIC | WEAPON_FLAG_FIREEVERYTHIRD | WEAPON_FLAG_AMMOPERSHOT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", CHAINGUN_WEAPON);
AddGameVar(aszBuf, CHAINGUN, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", CHAINGUN_WEAPON);
AddGameVar(aszBuf, SHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", CHAINGUN_WEAPON);
AddGameVar(aszBuf, CHAINGUN_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", RPG_WEAPON);
AddGameVar(aszBuf, RPG_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", RPG_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", RPG_WEAPON);
AddGameVar(aszBuf, 4, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", RPG_WEAPON);
AddGameVar(aszBuf, 20, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", RPG_WEAPON);
AddGameVar(aszBuf, RPG, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", HANDBOMB_WEAPON);
AddGameVar(aszBuf, HANDBOMB_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 6, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 19, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 12, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", HANDBOMB_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_THROWIT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", HANDBOMB_WEAPON);
AddGameVar(aszBuf, HEAVYHBOMB, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", SHRINKER_WEAPON);
AddGameVar(aszBuf, SHRINKER_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", SHRINKER_WEAPON);
AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", SHRINKER_WEAPON);
AddGameVar(aszBuf, 12, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", SHRINKER_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_GLOWS, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", SHRINKER_WEAPON);
AddGameVar(aszBuf, SHRINKER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", SHRINKER_WEAPON);
AddGameVar(aszBuf, SHRINKER_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, DEVISTATOR_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_FIREEVERYOTHER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, RPG, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, CAT_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, TRIPBOMB_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 16, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_STANDSTILL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, HANDHOLDINGLASER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", FREEZE_WEAPON);
AddGameVar(aszBuf, FREEZE_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", FREEZE_WEAPON);
AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", FREEZE_WEAPON);
AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", FREEZE_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_FIREEVERYOTHER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", FREEZE_WEAPON);
AddGameVar(aszBuf, FREEZEBLAST, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", FREEZE_WEAPON);
AddGameVar(aszBuf, CAT_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", FREEZE_WEAPON);
AddGameVar(aszBuf, CAT_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, HANDREMOTE_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 10, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 10, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_BOMB_TRIGGER | WEAPON_FLAG_NOVISIBLE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
///////////////////////////////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", GROW_WEAPON);
AddGameVar(aszBuf, GROW_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", GROW_WEAPON);
AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", GROW_WEAPON);
AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", GROW_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_GLOWS, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", GROW_WEAPON);
AddGameVar(aszBuf, GROWSPARK, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", GROW_WEAPON);
AddGameVar(aszBuf, EXPANDERSHOOT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", GROW_WEAPON);
AddGameVar(aszBuf, EXPANDERSHOOT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
AddGameVar("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
AddGameVar("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
AddGameVar("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
AddGameVar("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
AddGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
AddGameVar("WEAPON", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM);
AddGameVar("WORKSLIKE", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM);
AddGameVar("RETURN", 0, GAMEVAR_FLAG_SYSTEM);
AddGameVar("ZRANGE", 0, GAMEVAR_FLAG_SYSTEM);
AddGameVar("ANGRANGE", 0, GAMEVAR_FLAG_SYSTEM);
AddGameVar("AUTOAIMANGLE", 0, GAMEVAR_FLAG_SYSTEM);
AddGameVar("LOTAG", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM);
AddGameVar("HITAG", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM);
AddGameVar("TEXTURE", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM);
AddGameVar("THISACTOR", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM);
AddGameVar("ATWITH", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM);
AddGameVar("RESPAWN_MONSTERS", (intptr_t)&ud.respawn_monsters,GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("RESPAWN_ITEMS",(intptr_t)&ud.respawn_items, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("RESPAWN_INVENTORY",(intptr_t)&ud.respawn_inventory, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("MONSTERS_OFF",(intptr_t)&ud.monsters_off, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("MARKER",(intptr_t)&ud.marker, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("FFIRE",(intptr_t)&ud.ffire, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("LEVEL", (intptr_t)getmap, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PFUNC | GAMEVAR_FLAG_READONLY);
AddGameVar("VOLUME",(intptr_t)getvol, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PFUNC | GAMEVAR_FLAG_READONLY);
AddGameVar("COOP",(intptr_t)&ud.coop, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("MULTIMODE",(intptr_t)&ud.multimode, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
}
void FinalizeGameVars(void)
{
int weapNdx = 0, actorNdx = 0;
for (int i = 0; i < iGameVarCount; i++)
{
if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERPLAYER)
{
aGameVars[i].indexValue = weapNdx++;
}
if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR)
{
aGameVars[i].indexValue = actorNdx++;
}
}
for (auto& pl : ps) pl.uservars.Resize(weapNdx);
ResetGameVars();
numActorVars = actorNdx;
InitGameVarPointers();
g_iReturnVarID=GetGameID("RETURN");
g_iWeaponVarID=GetGameID("WEAPON");
g_iWorksLikeVarID=GetGameID("WORKSLIKE");
g_iZRangeVarID=GetGameID("ZRANGE");
g_iAngRangeVarID=GetGameID("ANGRANGE");
g_iAimAngleVarID=GetGameID("AUTOAIMANGLE");
g_iAtWithVarID = GetGameID("ATWITH");
g_iLoTagID = GetGameID("LOTAG");
g_iHiTagID = GetGameID("HITAG");
g_iTextureID = GetGameID("TEXTURE");
g_iThisActorID = GetGameID("THISACTOR");
}
void SetupGameVarsForActor(DDukeActor* actor)
{
actor->uservars.Resize(numActorVars);
for (int i = 0; i < iGameVarCount; i++)
{
if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR)
{
actor->uservars[aGameVars[i].indexValue] = aGameVars[i].initValue;
}
}
}
END_DUKE_NS