raze-gles/polymer/eduke32/source/gamevars.c

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2004, 2007 - EDuke32 developers
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 "gamedef.h"
#include "osd.h"
extern int g_i,g_p;
static void ResetPointerVars(void);
static void FreeGameVars(void)
{
// call this function as many times as needed.
int i;
// AddLog("FreeGameVars");
for (i=0;i<MAXGAMEVARS;i++)
{
// aGameVars[i].lValue=0;
// if (aGameVars[i].szLabel)
//Bfree(aGameVars[i].szLabel);
// aGameVars[i].szLabel=NULL;
// aGameVars[i].dwFlags=0;
if (aGameVars[i].plValues)
Bfree(aGameVars[i].plValues);
aGameVars[i].plValues=NULL;
aGameVars[i].bReset=1;
}
iGameVarCount=0;
return;
}
static void ClearGameVars(void)
{
// only call this function ONCE...
int i;
//AddLog("ClearGameVars");
for (i=0;i<MAXGAMEVARS;i++)
{
aGameVars[i].lValue=0;
if (aGameVars[i].szLabel)
Bfree(aGameVars[i].szLabel);
aGameVars[i].szLabel=NULL;
aGameVars[i].dwFlags=0;
if (aGameVars[i].plValues)
Bfree(aGameVars[i].plValues);
aGameVars[i].plValues=NULL;
aGameVars[i].bReset=1;
}
iGameVarCount=0;
return;
}
int ReadGameVars(long fil)
{
int i;
long l;
// AddLog("Reading gamevars from savegame");
FreeGameVars(); // 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(&iGameVarCount,sizeof(iGameVarCount),1,fil) != 1) goto corrupt;
for (i=0;i<iGameVarCount;i++)
{
if (kdfread(&(aGameVars[i]),sizeof(gamevar_t),1,fil) != 1) goto corrupt;
aGameVars[i].szLabel=Bcalloc(MAXVARLABEL,sizeof(char));
if (kdfread(aGameVars[i].szLabel,sizeof(char) * MAXVARLABEL, 1, fil) != 1) goto corrupt;
}
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
for (i=0;i<iGameVarCount;i++)
{
if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERPLAYER)
aGameVars[i].plValues=Bcalloc(MAXPLAYERS,sizeof(long));
else if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR)
aGameVars[i].plValues=Bcalloc(MAXSPRITES,sizeof(long));
else
// else nothing 'extra...'
aGameVars[i].plValues=NULL;
}
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
InitGameVarPointers();
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
for (i=0;i<iGameVarCount;i++)
{
if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERPLAYER)
{
//Bsprintf(g_szBuf,"Reading value array for %s (%d)",aGameVars[i].szLabel,sizeof(long) * MAXPLAYERS);
//AddLog(g_szBuf);
if (kdfread(aGameVars[i].plValues,sizeof(long) * MAXPLAYERS, 1, fil) != 1) goto corrupt;
}
else if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR)
{
//Bsprintf(g_szBuf,"Reading value array for %s (%d)",aGameVars[i].szLabel,sizeof(long) * MAXSPRITES);
//AddLog(g_szBuf);
if (kdfread(&aGameVars[i].plValues[0],sizeof(long), MAXSPRITES, fil) != MAXSPRITES) goto corrupt;
}
// else nothing 'extra...'
}
ResetPointerVars();
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
if (kdfread(apScriptGameEvent,sizeof(apScriptGameEvent),1,fil) != 1) goto corrupt;
for (i=0;i<MAXGAMEEVENTS;i++)
if (apScriptGameEvent[i])
{
l = (long)apScriptGameEvent[i]+(long)&script[0];
apScriptGameEvent[i] = (long *)l;
}
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
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);
#if 0
{
FILE *fp;
AddLog("Dumping Vars...");
fp=fopen("xxx.txt","w");
if (fp)
{
DumpGameVars(fp);
fclose(fp);
}
AddLog("Done Dumping...");
}
#endif
return(0);
corrupt:
return(1);
}
void SaveGameVars(FILE *fil)
{
int i;
long l;
// AddLog("Saving Game Vars to File");
dfwrite(&iGameVarCount,sizeof(iGameVarCount),1,fil);
for (i=0;i<iGameVarCount;i++)
{
dfwrite(&(aGameVars[i]),sizeof(gamevar_t),1,fil);
dfwrite(aGameVars[i].szLabel,sizeof(char) * MAXVARLABEL, 1, fil);
}
// dfwrite(&aGameVars,sizeof(aGameVars),1,fil);
for (i=0;i<iGameVarCount;i++)
{
if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERPLAYER)
{
//Bsprintf(g_szBuf,"Writing value array for %s (%d)",aGameVars[i].szLabel,sizeof(long) * MAXPLAYERS);
//AddLog(g_szBuf);
dfwrite(aGameVars[i].plValues,sizeof(long) * MAXPLAYERS, 1, fil);
}
else if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR)
{
//Bsprintf(g_szBuf,"Writing value array for %s (%d)",aGameVars[i].szLabel,sizeof(long) * MAXSPRITES);
//AddLog(g_szBuf);
dfwrite(&aGameVars[i].plValues[0],sizeof(long), MAXSPRITES, fil);
}
// else nothing 'extra...'
}
for (i=0;i<MAXGAMEEVENTS;i++)
if (apScriptGameEvent[i])
{
l = (long)apScriptGameEvent[i]-(long)&script[0];
apScriptGameEvent[i] = (long *)l;
}
dfwrite(apScriptGameEvent,sizeof(apScriptGameEvent),1,fil);
for (i=0;i<MAXGAMEEVENTS;i++)
if (apScriptGameEvent[i])
{
l = (long)apScriptGameEvent[i]+(long)&script[0];
apScriptGameEvent[i] = (long *)l;
}
Bsprintf(g_szBuf,"EOF: EDuke32");
l=strlen(g_szBuf);
dfwrite(&l,sizeof(l),1,fil);
dfwrite(g_szBuf,l,1,fil);
}
void DumpGameVars(FILE *fp)
{
int i;
if (!fp)
{
return;
}
fprintf(fp,"// Current Game Definitions\n\n");
for (i=0;i<iGameVarCount;i++)
{
if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_SECRET))
{
continue; // do nothing...
}
else
{
fprintf(fp,"gamevar %s ",aGameVars[i].szLabel);
if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PLONG))
fprintf(fp,"%ld",*((long*)aGameVars[i].lValue));
else if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PSHORT))
fprintf(fp,"%d",*((short*)aGameVars[i].lValue));
else if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PCHAR))
fprintf(fp,"%d",*((char*)aGameVars[i].lValue));
else
fprintf(fp,"%ld",aGameVars[i].lValue);
if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PERPLAYER))
fprintf(fp," GAMEVAR_FLAG_PERPLAYER");
else if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PERACTOR))
fprintf(fp," GAMEVAR_FLAG_PERACTOR");
else
fprintf(fp," %ld",aGameVars[i].dwFlags & (GAMEVAR_FLAG_USER_MASK));
fprintf(fp," // ");
if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_SYSTEM))
fprintf(fp," (system)");
if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PLONG|GAMEVAR_FLAG_PSHORT|GAMEVAR_FLAG_PCHAR))
fprintf(fp," (pointer)");
if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_READONLY))
fprintf(fp," (read only)");
fprintf(fp,"\n");
}
}
fprintf(fp,"\n// end of game definitions\n");
}
void ResetGameVars(void)
{
int i;
//AddLog("Reset Game Vars");
FreeGameVars();
for (i=0;i<MAXGAMEVARS;i++)
{
//Bsprintf(g_szBuf,"Resetting %d: '%s' to %ld",i,aDefaultGameVars[i].szLabel,
// aDefaultGameVars[i].lValue
// );
//AddLog(g_szBuf);
if (aGameVars[i].szLabel != NULL && aGameVars[i].bReset)
AddGameVar(aGameVars[i].szLabel,aGameVars[i].lValue,aGameVars[i].dwFlags);
}
}
int AddGameVar(const char *pszLabel, long lValue, unsigned long dwFlags)
{
int i, j;
//Bsprintf(g_szBuf,"AddGameVar(%s, %d, %X)",pszLabel, lValue, dwFlags);
//AddLog(g_szBuf);
if (Bstrlen(pszLabel) > (MAXVARLABEL-1))
{
error++;
ReportError(-1);
initprintf("%s:%ld: error: variable name `%s' exceeds limit of %d characters.\n",compilefile,line_number,pszLabel, MAXVARLABEL);
return 0;
}
for (i=0;i<iGameVarCount;i++)
{
if (aGameVars[i].szLabel != NULL && !aGameVars[i].bReset)
{
if (Bstrcmp(pszLabel,aGameVars[i].szLabel) == 0)
{
// found it...
if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PLONG|GAMEVAR_FLAG_PSHORT|GAMEVAR_FLAG_PCHAR))
{
// warning++;
// initprintf("%s:%ld: warning: Internal gamevar '%s' cannot be redefined.\n",compilefile,line_number,label+(labelcnt<<6));
ReportError(-1);
initprintf("%s:%ld: warning: cannot redefine internal gamevar `%s'.\n",compilefile,line_number,label+(labelcnt<<6));
return 0;
}
else if ((aGameVars[i].dwFlags & GAMEVAR_FLAG_DEFAULT) || (aGameVars[i].dwFlags & GAMEVAR_FLAG_SYSTEM))
{
//Bsprintf(g_szBuf,"Replacing %s at %d",pszLabel,i);
//AddLog(g_szBuf);
//b=1;
// it's OK to replace
break;
}
else
{
// it's a duplicate in error
warning++;
ReportError(WARNING_DUPLICATEDEFINITION);
return 0;
}
}
}
}
if (i < MAXGAMEVARS)
{
// Set values
if (aGameVars[i].dwFlags & GAMEVAR_FLAG_SYSTEM)
{
//if(b)
//{
//Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
//AddLog(g_szBuf);
//}
// if existing is system, they only get to change default value....
aGameVars[i].lValue=lValue;
aGameVars[i].lDefault=lValue;
}
else
{
if (aGameVars[i].szLabel == NULL)
aGameVars[i].szLabel=Bcalloc(MAXVARLABEL,sizeof(char));
if (aGameVars[i].szLabel != pszLabel)
Bstrcpy(aGameVars[i].szLabel,pszLabel);
aGameVars[i].dwFlags=dwFlags;
aGameVars[i].lValue=lValue;
aGameVars[i].lDefault=lValue;
aGameVars[i].bReset=0;
}
if (i==iGameVarCount)
{
// we're adding a new one.
iGameVarCount++;
}
if (aGameVars[i].plValues && !(aGameVars[i].dwFlags & GAMEVAR_FLAG_SYSTEM))
{
// only free if not system
Bfree(aGameVars[i].plValues);
aGameVars[i].plValues=NULL;
}
if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERPLAYER)
{
if (!aGameVars[i].plValues)
aGameVars[i].plValues=Bcalloc(MAXPLAYERS,sizeof(long));
for (j=0;j<MAXPLAYERS;j++)
aGameVars[i].plValues[j]=lValue;
}
else if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR)
{
if (!aGameVars[i].plValues)
aGameVars[i].plValues=Bcalloc(MAXSPRITES,sizeof(long));
for (j=0;j<MAXSPRITES;j++)
aGameVars[i].plValues[j]=lValue;
}
return 1;
}
else
{
// no room to add...
return 0;
}
}
void ResetActorGameVars(int iActor)
{
int i;
// OSD_Printf("resetting vars for actor %d\n",iActor);
for (i=0;i<MAXGAMEVARS;i++)
if ((aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR) && !(aGameVars[i].dwFlags & GAMEVAR_FLAG_NODEFAULT))
{
// OSD_Printf("reset %s (%d) to %s (%d)\n",aGameVars[i].szLabel,aGameVars[i].plValues[iActor],aDefaultGameVars[i].szLabel,aDefaultGameVars[i].lValue);
aGameVars[i].plValues[iActor]=aGameVars[i].lDefault;
}
}
static int GetGameID(const char *szGameLabel)
{
int i;
for (i=0;i<iGameVarCount;i++)
{
if (aGameVars[i].szLabel != NULL)
{
if (Bstrcmp(szGameLabel, aGameVars[i].szLabel) == 0)
{
return i;
}
}
}
return -1;
}
long GetGameVarID(int id, int iActor, int iPlayer)
{
int inv = 0;
if (id == g_iThisActorID)
return iActor;
if (id<0 || id >= iGameVarCount)
{
if (id==MAXGAMEVARS)
return(*insptr++);
if (!(id&(MAXGAMEVARS<<1)))
{
OSD_Printf("GetGameVarID(): invalid gamevar ID (%d)\n",id);
return -1;
}
inv = 1;
id ^= (MAXGAMEVARS<<1);
}
if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PERPLAYER)
{
// for the current player
if (iPlayer >= 0 && iPlayer < MAXPLAYERS)
{
//Bsprintf(g_szBuf,"GetGameVarID(%d, %d, %d) returns %ld\n",id,iActor,iPlayer, aGameVars[id].plValues[iPlayer]);
//AddLog(g_szBuf);
if (inv) return(-aGameVars[id].plValues[iPlayer]);
return (aGameVars[id].plValues[iPlayer]);
}
if (inv) return(-aGameVars[id].lValue);
return (aGameVars[id].lValue);
}
if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PERACTOR)
{
// for the current actor
if (iActor >= 0 && iActor <= MAXSPRITES)
{
if (inv) return(-aGameVars[id].plValues[iActor]);
return (aGameVars[id].plValues[iActor]);
}
if (inv) return(-aGameVars[id].lValue);
return (aGameVars[id].lValue);
}
if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PLONG)
{
if (inv) return(-(*((long*)aGameVars[id].lValue)));
return(*((long*)aGameVars[id].lValue));
}
if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PSHORT)
{
if (inv) return(-(*((short*)aGameVars[id].lValue)));
return(*((short*)aGameVars[id].lValue));
}
if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PCHAR)
{
if (inv) return(-(*((char*)aGameVars[id].lValue)));
return(*((char*)aGameVars[id].lValue));
}
if (inv) return(-aGameVars[id].lValue);
return (aGameVars[id].lValue);
}
void SetGameVarID(int id, long lValue, int iActor, int iPlayer)
{
if (id<0 || id >= iGameVarCount)
{
OSD_Printf("SetGameVarID(): tried to set invalid gamevar ID (%d) from sprite %d (%d), player %d\n",id,g_i,sprite[g_i].picnum,g_p);
return;
}
//Bsprintf(g_szBuf,"SGVI: %d ('%s') to %ld for %d %d",id,aGameVars[id].szLabel,lValue,iActor,iPlayer);
//AddLog(g_szBuf);
if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PERPLAYER)
{
if (iPlayer < 0 || iPlayer > MAXPLAYERS-1)
{
OSD_Printf("SetGameVarID(): invalid player (%d) for per-player gamevar %s from sprite %d (%d), player %d\n",iPlayer,aGameVars[id].szLabel,g_i,sprite[g_i].picnum,g_p);
return;
}
// for the current player
aGameVars[id].plValues[iPlayer]=lValue;
return;
}
if ((aGameVars[id].dwFlags & GAMEVAR_FLAG_PERACTOR))
{
if (iActor < 0 || iActor > MAXSPRITES-1)
{
OSD_Printf("SetGameVarID(): invalid sprite (%d) for per-actor gamevar %s from sprite %d (%d), player %d\n",iActor,aGameVars[id].szLabel,g_i,sprite[g_i].picnum,g_p);
return;
}
// for the current actor
aGameVars[id].plValues[iActor]=lValue;
return;
}
if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PLONG)
{
// set the value at pointer
*((long*)aGameVars[id].lValue)=lValue;
return;
}
if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PSHORT)
{
// set the value at pointer
*((short*)aGameVars[id].lValue)=(short)lValue;
return;
}
if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PCHAR)
{
// set the value at pointer
*((char*)aGameVars[id].lValue)=(char)lValue;
return;
}
aGameVars[id].lValue=lValue;
}
long GetGameVar(const char *szGameLabel, long lDefault, int iActor, int iPlayer)
{
int i=0;
for (;i<iGameVarCount;i++)
{
if (aGameVars[i].szLabel != NULL)
{
if (Bstrcmp(szGameLabel, aGameVars[i].szLabel) == 0)
{
return GetGameVarID(i, iActor, iPlayer);
}
}
}
return lDefault;
}
static long *GetGameValuePtr(const char *szGameLabel)
{
int i;
for (i=0;i<iGameVarCount;i++)
{
if (aGameVars[i].szLabel != NULL)
{
if (Bstrcmp(szGameLabel, aGameVars[i].szLabel) == 0)
{
if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PERACTOR | GAMEVAR_FLAG_PERPLAYER))
{
if (!aGameVars[i].plValues)
{
OSD_Printf("GetGameValuePtr(): INTERNAL ERROR: NULL array !!!\n");
}
return aGameVars[i].plValues;
}
return &(aGameVars[i].lValue);
}
}
}
//Bsprintf(g_szBuf,"Could not find value '%s'\n",szGameLabel);
//AddLog(g_szBuf);
return NULL;
}
void ResetSystemDefaults(void)
{
// call many times...
int i,j;
char aszBuf[64];
//AddLog("ResetWeaponDefaults");
for (j=0;j<MAXPLAYERS;j++)
{
for (i=0;i<MAX_WEAPONS;i++)
{
Bsprintf(aszBuf,"WEAPON%d_CLIP",i);
aplWeaponClip[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_RELOAD",i);
aplWeaponReload[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",i);
aplWeaponFireDelay[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",i);
aplWeaponTotalTime[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",i);
aplWeaponHoldDelay[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",i);
aplWeaponFlags[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",i);
aplWeaponShoots[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",i);
aplWeaponSpawnTime[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",i);
aplWeaponSpawn[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",i);
aplWeaponShotsPerBurst[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",i);
aplWeaponWorksLike[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",i);
aplWeaponInitialSound[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",i);
aplWeaponFireSound[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",i);
aplWeaponSound2Time[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",i);
aplWeaponSound2Sound[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",i);
aplWeaponReloadSound1[i][j]=GetGameVar(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",i);
aplWeaponReloadSound2[i][j]=GetGameVar(aszBuf,0, -1, j);
}
}
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_iLoTagID=GetGameID("LOTAG");
g_iHiTagID=GetGameID("HITAG");
g_iTextureID=GetGameID("TEXTURE");
g_iThisActorID=GetGameID("THISACTOR");
// for(i=0;i<MAXTILES;i++)
// projectile[i] = defaultprojectile[i];
Bmemcpy(&projectile,&defaultprojectile,sizeof(projectile));
//AddLog("EOF:ResetWeaponDefaults");
}
static void AddSystemVars()
{
// only call ONCE
char aszBuf[64];
//AddLog("AddSystemVars");
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",KNEE_WEAPON);
AddGameVar(aszBuf, KNEE_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_CLIP",KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOAD",KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",KNEE_WEAPON);
AddGameVar(aszBuf, 7, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",KNEE_WEAPON);
AddGameVar(aszBuf, 14, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",KNEE_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_NOVISIBLE | WEAPON_FLAG_RANDOMRESTART | WEAPON_FLAG_AUTOMATIC, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",KNEE_WEAPON);
AddGameVar(aszBuf, KNEE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",KNEE_WEAPON);
AddGameVar(aszBuf, EJECT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",KNEE_WEAPON);
AddGameVar(aszBuf, INSERT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",PISTOL_WEAPON);
AddGameVar(aszBuf, PISTOL_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_CLIP",PISTOL_WEAPON);
AddGameVar(aszBuf, NAM?20:12, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOAD",PISTOL_WEAPON);
AddGameVar(aszBuf, NAM?50:27, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",PISTOL_WEAPON);
AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",PISTOL_WEAPON);
AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",PISTOL_WEAPON);
AddGameVar(aszBuf, NAM?WEAPON_FLAG_HOLSTER_CLEARS_CLIP:0 | WEAPON_FLAG_RELOAD_TIMING, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",PISTOL_WEAPON);
AddGameVar(aszBuf, SHOTSPARK1, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",PISTOL_WEAPON);
AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",PISTOL_WEAPON);
AddGameVar(aszBuf, SHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",PISTOL_WEAPON);
AddGameVar(aszBuf, PISTOL_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",PISTOL_WEAPON);
AddGameVar(aszBuf, EJECT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",PISTOL_WEAPON);
AddGameVar(aszBuf, INSERT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",SHOTGUN_WEAPON);
AddGameVar(aszBuf, SHOTGUN_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_CLIP",SHOTGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOAD",SHOTGUN_WEAPON);
AddGameVar(aszBuf, 13, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",SHOTGUN_WEAPON);
AddGameVar(aszBuf, 4, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",SHOTGUN_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",SHOTGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",SHOTGUN_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_CHECKATRELOAD, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",SHOTGUN_WEAPON);
AddGameVar(aszBuf, SHOTGUN, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",SHOTGUN_WEAPON);
AddGameVar(aszBuf, 24, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",SHOTGUN_WEAPON);
AddGameVar(aszBuf, SHOTGUNSHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",SHOTGUN_WEAPON);
AddGameVar(aszBuf, 7, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",SHOTGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",SHOTGUN_WEAPON);
AddGameVar(aszBuf, SHOTGUN_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",SHOTGUN_WEAPON);
AddGameVar(aszBuf, 15, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",SHOTGUN_WEAPON);
AddGameVar(aszBuf, SHOTGUN_COCK, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",SHOTGUN_WEAPON);
AddGameVar(aszBuf, EJECT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",SHOTGUN_WEAPON);
AddGameVar(aszBuf, INSERT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",CHAINGUN_WEAPON);
AddGameVar(aszBuf, CHAINGUN_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_CLIP",CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOAD",CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",CHAINGUN_WEAPON);
AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",CHAINGUN_WEAPON);
AddGameVar(aszBuf, 12, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",CHAINGUN_WEAPON);
AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",CHAINGUN_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_AUTOMATIC | WEAPON_FLAG_FIREEVERYTHIRD | WEAPON_FLAG_AMMOPERSHOT | WEAPON_FLAG_SPAWNTYPE3 | WEAPON_FLAG_RESET, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",CHAINGUN_WEAPON);
AddGameVar(aszBuf, CHAINGUN, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",CHAINGUN_WEAPON);
AddGameVar(aszBuf, 1, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",CHAINGUN_WEAPON);
AddGameVar(aszBuf, SHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",CHAINGUN_WEAPON);
AddGameVar(aszBuf, CHAINGUN_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",CHAINGUN_WEAPON);
AddGameVar(aszBuf, EJECT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",CHAINGUN_WEAPON);
AddGameVar(aszBuf, INSERT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",RPG_WEAPON);
AddGameVar(aszBuf, RPG_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_CLIP",RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOAD",RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",RPG_WEAPON);
AddGameVar(aszBuf, 4, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",RPG_WEAPON);
AddGameVar(aszBuf, 20, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",RPG_WEAPON);
AddGameVar(aszBuf, RPG, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",RPG_WEAPON);
AddGameVar(aszBuf, EJECT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",RPG_WEAPON);
AddGameVar(aszBuf, INSERT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",HANDBOMB_WEAPON);
AddGameVar(aszBuf, HANDBOMB_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_CLIP",HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOAD",HANDBOMB_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",HANDBOMB_WEAPON);
AddGameVar(aszBuf, 6, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",HANDBOMB_WEAPON);
AddGameVar(aszBuf, 19, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",HANDBOMB_WEAPON);
AddGameVar(aszBuf, 12, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",HANDBOMB_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_THROWIT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",HANDBOMB_WEAPON);
AddGameVar(aszBuf, HEAVYHBOMB, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",HANDBOMB_WEAPON);
AddGameVar(aszBuf, EJECT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",HANDBOMB_WEAPON);
AddGameVar(aszBuf, INSERT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",SHRINKER_WEAPON);
AddGameVar(aszBuf, SHRINKER_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_CLIP",SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOAD",SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",SHRINKER_WEAPON);
AddGameVar(aszBuf, 10, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",SHRINKER_WEAPON);
AddGameVar(aszBuf, NAM?30:12, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",SHRINKER_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_GLOWS, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",SHRINKER_WEAPON);
AddGameVar(aszBuf, SHRINKER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",SHRINKER_WEAPON);
AddGameVar(aszBuf, SHRINKER_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",SHRINKER_WEAPON);
AddGameVar(aszBuf, EJECT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",SHRINKER_WEAPON);
AddGameVar(aszBuf, INSERT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, DEVISTATOR_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_CLIP",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOAD",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 6, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_FIREEVERYOTHER | WEAPON_FLAG_AMMOPERSHOT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, RPG, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, CAT_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, EJECT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",DEVISTATOR_WEAPON);
AddGameVar(aszBuf, INSERT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, TRIPBOMB_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_CLIP",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOAD",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 16, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 16, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 7, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_STANDSTILL | WEAPON_FLAG_CHECKATRELOAD, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, HANDHOLDINGLASER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, EJECT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",TRIPBOMB_WEAPON);
AddGameVar(aszBuf, INSERT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",FREEZE_WEAPON);
AddGameVar(aszBuf, FREEZE_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_CLIP",FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOAD",FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",FREEZE_WEAPON);
AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",FREEZE_WEAPON);
AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",FREEZE_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_RESET, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",FREEZE_WEAPON);
AddGameVar(aszBuf, FREEZEBLAST, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",FREEZE_WEAPON);
AddGameVar(aszBuf, CAT_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",FREEZE_WEAPON);
AddGameVar(aszBuf, CAT_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",FREEZE_WEAPON);
AddGameVar(aszBuf, EJECT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",FREEZE_WEAPON);
AddGameVar(aszBuf, INSERT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, HANDREMOTE_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_CLIP",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOAD",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 10, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 10, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_BOMB_TRIGGER | WEAPON_FLAG_NOVISIBLE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, EJECT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",HANDREMOTE_WEAPON);
AddGameVar(aszBuf, INSERT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
///////////////////////////////////////////////////////
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",GROW_WEAPON);
AddGameVar(aszBuf, GROW_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_CLIP",GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOAD",GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",GROW_WEAPON);
AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",GROW_WEAPON);
AddGameVar(aszBuf, NAM?30:5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",GROW_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_GLOWS, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",GROW_WEAPON);
AddGameVar(aszBuf, GROWSPARK, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",GROW_WEAPON);
AddGameVar(aszBuf, NAM?2:0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",GROW_WEAPON);
AddGameVar(aszBuf, NAM?SHELL:0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",GROW_WEAPON);
AddGameVar(aszBuf, NAM?0:EXPANDERSHOOT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",GROW_WEAPON);
AddGameVar(aszBuf, EJECT_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",GROW_WEAPON);
AddGameVar(aszBuf, INSERT_CLIP, 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("PIPEBOMB_CONTROL", NAM?PIPEBOMB_TIMER:PIPEBOMB_REMOTE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
AddGameVar("RESPAWN_MONSTERS", (long)&ud.respawn_monsters,GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("RESPAWN_ITEMS",(long)&ud.respawn_items, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("RESPAWN_INVENTORY",(long)&ud.respawn_inventory, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("MONSTERS_OFF",(long)&ud.monsters_off, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("MARKER",(long)&ud.marker, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("FFIRE",(long)&ud.ffire, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("LEVEL",(long)&ud.level_number, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_READONLY);
AddGameVar("VOLUME",(long)&ud.volume_number, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_READONLY);
AddGameVar("COOP",(long)&ud.coop, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("MULTIMODE",(long)&ud.multimode, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("WEAPON", 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM);
AddGameVar("WORKSLIKE", 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM);
AddGameVar("RETURN", 0, GAMEVAR_FLAG_SYSTEM);
AddGameVar("ZRANGE", 4, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
AddGameVar("ANGRANGE", 18, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
AddGameVar("AUTOAIMANGLE", 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
AddGameVar("LOTAG", 0, GAMEVAR_FLAG_SYSTEM);
AddGameVar("HITAG", 0, GAMEVAR_FLAG_SYSTEM);
AddGameVar("TEXTURE", 0, GAMEVAR_FLAG_SYSTEM);
AddGameVar("THISACTOR", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM);
AddGameVar("myconnectindex", (long)&myconnectindex, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("screenpeek", (long)&screenpeek, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("currentweapon",(long)&g_currentweapon, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("gs",(long)&g_gs, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("looking_arc",(long)&g_looking_arc, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("gun_pos",(long)&g_gun_pos, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("weapon_xoffset",(long)&g_weapon_xoffset, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("weaponcount",(long)&g_kb, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("looking_angSR1",(long)&g_looking_angSR1, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("xdim",(long)&xdim, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("ydim",(long)&ydim, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("windowx1",(long)&windowx1, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("windowx2",(long)&windowx2, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("windowy1",(long)&windowy1, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("windowy2",(long)&windowy2, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("totalclock",(long)&totalclock, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("lastvisinc",(long)&lastvisinc, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("numsectors",(long)&numsectors, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_READONLY);
AddGameVar("numplayers",(long)&numplayers, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_READONLY);
AddGameVar("viewingrange",(long)&viewingrange, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("yxaspect",(long)&yxaspect, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("gravitationalconstant",(long)&gc, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("gametype_flags",(long)&gametype_flags[ud.coop], GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
AddGameVar("framerate",(long)&framerate, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("CLIPMASK0", CLIPMASK0, GAMEVAR_FLAG_SYSTEM|GAMEVAR_FLAG_READONLY);
AddGameVar("CLIPMASK1", CLIPMASK1, GAMEVAR_FLAG_SYSTEM|GAMEVAR_FLAG_READONLY);
AddGameVar("camerax",(long)&ud.camerax, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("cameray",(long)&ud.cameray, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("cameraz",(long)&ud.cameraz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("cameraang",(long)&ud.cameraang, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("camerahoriz",(long)&ud.camerahoriz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("camerasect",(long)&ud.camerasect, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("myx",(long)&myx, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("myy",(long)&myy, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("myz",(long)&myz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("omyx",(long)&omyx, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("omyy",(long)&omyy, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("omyz",(long)&omyz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("myxvel",(long)&myxvel, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("myyvel",(long)&myyvel, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("myzvel",(long)&myzvel, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("myhoriz",(long)&myhoriz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("myhorizoff",(long)&myhorizoff, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("omyhoriz",(long)&omyhoriz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("omyhorizoff",(long)&omyhorizoff, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("myang",(long)&myang, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("omyang",(long)&omyang, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("mycursectnum",(long)&mycursectnum, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("myjumpingcounter",(long)&myjumpingcounter, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("myjumpingtoggle",(long)&myjumpingtoggle, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PCHAR | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("myonground",(long)&myonground, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PCHAR | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("myhardlanding",(long)&myhardlanding, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PCHAR | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("myreturntocenter",(long)&myreturntocenter, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PCHAR | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("display_mirror",(long)&display_mirror, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PCHAR | GAMEVAR_FLAG_SYNCCHECK);
AddGameVar("randomseed",(long)&randomseed, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG);
}
void InitGameVars(void)
{
// only call ONCE
// initprintf("Initializing game variables\n");
//AddLog("InitGameVars");
ClearGameVars();
AddSystemVars();
InitGameVarPointers();
ResetSystemDefaults();
}
void InitGameVarPointers(void)
{
int i;
char aszBuf[64];
// called from game Init AND when level is loaded...
//AddLog("InitGameVarPointers");
for (i=0;i<MAX_WEAPONS;i++)
{
Bsprintf(aszBuf,"WEAPON%d_CLIP",i);
aplWeaponClip[i]=GetGameValuePtr(aszBuf);
if (!aplWeaponClip[i])
{
initprintf("ERROR: NULL Weapon\n");
exit(0);
}
Bsprintf(aszBuf,"WEAPON%d_RELOAD",i);
aplWeaponReload[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",i);
aplWeaponFireDelay[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",i);
aplWeaponTotalTime[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",i);
aplWeaponHoldDelay[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_FLAGS",i);
aplWeaponFlags[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",i);
aplWeaponShoots[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",i);
aplWeaponSpawnTime[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",i);
aplWeaponSpawn[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",i);
aplWeaponShotsPerBurst[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",i);
aplWeaponWorksLike[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",i);
aplWeaponInitialSound[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",i);
aplWeaponFireSound[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",i);
aplWeaponSound2Time[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",i);
aplWeaponSound2Sound[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",i);
aplWeaponReloadSound1[i]=GetGameValuePtr(aszBuf);
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",i);
aplWeaponReloadSound2[i]=GetGameValuePtr(aszBuf);
}
}
static void ResetPointerVars(void)
{
aGameVars[GetGameID("RESPAWN_MONSTERS")].lValue = (long)&ud.respawn_monsters;
aGameVars[GetGameID("RESPAWN_ITEMS")].lValue = (long)&ud.respawn_items;
aGameVars[GetGameID("RESPAWN_INVENTORY")].lValue = (long)&ud.respawn_inventory;
aGameVars[GetGameID("MONSTERS_OFF")].lValue = (long)&ud.monsters_off;
aGameVars[GetGameID("MARKER")].lValue = (long)&ud.marker;
aGameVars[GetGameID("FFIRE")].lValue = (long)&ud.ffire;
aGameVars[GetGameID("LEVEL")].lValue = (long)&ud.level_number;
aGameVars[GetGameID("VOLUME")].lValue = (long)&ud.volume_number;
aGameVars[GetGameID("COOP")].lValue = (long)&ud.coop;
aGameVars[GetGameID("MULTIMODE")].lValue = (long)&ud.multimode;
aGameVars[GetGameID("myconnectindex")].lValue = (long)&myconnectindex;
aGameVars[GetGameID("screenpeek")].lValue = (long)&screenpeek;
aGameVars[GetGameID("currentweapon")].lValue = (long)&g_currentweapon;
aGameVars[GetGameID("gs")].lValue = (long)&g_gs;
aGameVars[GetGameID("looking_arc")].lValue = (long)&g_looking_arc;
aGameVars[GetGameID("gun_pos")].lValue = (long)&g_gun_pos;
aGameVars[GetGameID("weapon_xoffset")].lValue = (long)&g_weapon_xoffset;
aGameVars[GetGameID("weaponcount")].lValue = (long)&g_kb;
aGameVars[GetGameID("looking_angSR1")].lValue = (long)&g_looking_angSR1;
aGameVars[GetGameID("xdim")].lValue = (long)&xdim;
aGameVars[GetGameID("ydim")].lValue = (long)&ydim;
aGameVars[GetGameID("windowx1")].lValue = (long)&windowx1;
aGameVars[GetGameID("windowx2")].lValue = (long)&windowx2;
aGameVars[GetGameID("windowy1")].lValue = (long)&windowy1;
aGameVars[GetGameID("windowy2")].lValue = (long)&windowy2;
aGameVars[GetGameID("totalclock")].lValue = (long)&totalclock;
aGameVars[GetGameID("lastvisinc")].lValue = (long)&lastvisinc;
aGameVars[GetGameID("numsectors")].lValue = (long)&numsectors;
aGameVars[GetGameID("numplayers")].lValue = (long)&numplayers;
aGameVars[GetGameID("viewingrange")].lValue = (long)&viewingrange;
aGameVars[GetGameID("yxaspect")].lValue = (long)&yxaspect;
aGameVars[GetGameID("gravitationalconstant")].lValue = (long)&gc;
aGameVars[GetGameID("gametype_flags")].lValue = (long)&gametype_flags[ud.coop];
aGameVars[GetGameID("framerate")].lValue = (long)&framerate;
aGameVars[GetGameID("camerax")].lValue = (long)&ud.camerax;
aGameVars[GetGameID("cameray")].lValue = (long)&ud.cameray;
aGameVars[GetGameID("cameraz")].lValue = (long)&ud.cameraz;
aGameVars[GetGameID("cameraang")].lValue = (long)&ud.cameraang;
aGameVars[GetGameID("camerahoriz")].lValue = (long)&ud.camerahoriz;
aGameVars[GetGameID("camerasect")].lValue = (long)&ud.camerasect;
aGameVars[GetGameID("myx")].lValue = (long)&myx;
aGameVars[GetGameID("myy")].lValue = (long)&myy;
aGameVars[GetGameID("myz")].lValue = (long)&myz;
aGameVars[GetGameID("omyx")].lValue = (long)&omyx;
aGameVars[GetGameID("omyy")].lValue = (long)&omyy;
aGameVars[GetGameID("omyz")].lValue = (long)&omyz;
aGameVars[GetGameID("myxvel")].lValue = (long)&myxvel;
aGameVars[GetGameID("myyvel")].lValue = (long)&myyvel;
aGameVars[GetGameID("myzvel")].lValue = (long)&myzvel;
aGameVars[GetGameID("myhoriz")].lValue = (long)&myhoriz;
aGameVars[GetGameID("myhorizoff")].lValue = (long)&myhorizoff;
aGameVars[GetGameID("omyhoriz")].lValue = (long)&omyhoriz;
aGameVars[GetGameID("omyhorizoff")].lValue = (long)&omyhorizoff;
aGameVars[GetGameID("myang")].lValue = (long)&myang;
aGameVars[GetGameID("omyang")].lValue = (long)&omyang;
aGameVars[GetGameID("mycursectnum")].lValue = (long)&mycursectnum;
aGameVars[GetGameID("myjumpingcounter")].lValue = (long)&myjumpingcounter;
aGameVars[GetGameID("myjumpingtoggle")].lValue = (long)&myjumpingtoggle;
aGameVars[GetGameID("myonground")].lValue = (long)&myonground;
aGameVars[GetGameID("myhardlanding")].lValue = (long)&myhardlanding;
aGameVars[GetGameID("myreturntocenter")].lValue = (long)&myreturntocenter;
aGameVars[GetGameID("display_mirror")].lValue = (long)&display_mirror;
aGameVars[GetGameID("randomseed")].lValue = (long)&randomseed;
}