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//-------------------------------------------------------------------------
/*
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Copyright ( C ) 1996 , 2003 - 3 D Realms Entertainment
Copyright ( C ) 2000 , 2003 - Matt Saettler ( EDuke Enhancements )
Copyright ( C ) 2004 , 2007 - EDuke32 developers
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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"
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# include "osd.h"
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extern int g_i , g_p ;
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extern int OSD_errors ;
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void ResetPointerVars ( void ) ;
extern void FreeMapState ( int mapnum ) ;
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static void FreeGameVars ( void ) /* called from ReadGameVars() and ResetGameVars() */
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{
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// call this function as many times as needed.
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int i = ( MAXGAMEVARS - 1 ) ;
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// AddLog("FreeGameVars");
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for ( ; i > = 0 ; i - - )
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{
if ( aGameVars [ i ] . plValues )
Bfree ( aGameVars [ i ] . plValues ) ;
aGameVars [ i ] . plValues = NULL ;
aGameVars [ i ] . bReset = 1 ;
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if ( i > = MAXGAMEARRAYS )
continue ;
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if ( aGameArrays [ i ] . plValues )
Bfree ( aGameArrays [ i ] . plValues ) ;
aGameArrays [ i ] . plValues = NULL ;
aGameArrays [ i ] . bReset = 1 ;
}
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iGameVarCount = iGameArrayCount = 0 ;
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return ;
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}
static void ClearGameVars ( void )
{
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// only call this function ONCE...
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int i = ( MAXGAMEVARS - 1 ) ;
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//AddLog("ClearGameVars");
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for ( ; i > = 0 ; i - - )
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{
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 ;
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if ( i > = MAXGAMEARRAYS )
continue ;
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if ( aGameArrays [ i ] . szLabel )
Bfree ( aGameArrays [ i ] . szLabel ) ;
aGameArrays [ i ] . szLabel = NULL ;
if ( aGameArrays [ i ] . plValues )
Bfree ( aGameArrays [ i ] . plValues ) ;
aGameArrays [ i ] . plValues = NULL ;
aGameArrays [ i ] . bReset = 1 ;
}
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iGameVarCount = iGameArrayCount = 0 ;
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return ;
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}
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int ReadGameVars ( int fil )
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{
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int i , j ;
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intptr_t l ;
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char savedstate [ MAXVOLUMES * MAXLEVELS ] ;
Bmemset ( & savedstate , 0 , sizeof ( savedstate ) ) ;
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// 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 )
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aGameVars [ i ] . plValues = Bcalloc ( MAXPLAYERS , sizeof ( intptr_t ) ) ;
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else if ( aGameVars [ i ] . dwFlags & GAMEVAR_FLAG_PERACTOR )
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aGameVars [ i ] . plValues = Bcalloc ( MAXSPRITES , sizeof ( intptr_t ) ) ;
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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(int) * MAXPLAYERS);
//AddLog(g_szBuf);
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if ( kdfread ( aGameVars [ i ] . plValues , sizeof ( intptr_t ) * MAXPLAYERS , 1 , fil ) ! = 1 ) goto corrupt ;
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}
else if ( aGameVars [ i ] . dwFlags & GAMEVAR_FLAG_PERACTOR )
{
//Bsprintf(g_szBuf,"Reading value array for %s (%d)",aGameVars[i].szLabel,sizeof(int) * MAXSPRITES);
//AddLog(g_szBuf);
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if ( kdfread ( & aGameVars [ i ] . plValues [ 0 ] , sizeof ( intptr_t ) , MAXSPRITES , fil ) ! = MAXSPRITES ) goto corrupt ;
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}
// else nothing 'extra...'
}
ResetPointerVars ( ) ;
if ( kdfread ( & iGameArrayCount , sizeof ( iGameArrayCount ) , 1 , fil ) ! = 1 ) goto corrupt ;
for ( i = 0 ; i < iGameArrayCount ; i + + )
{
if ( kdfread ( & ( aGameArrays [ i ] ) , sizeof ( gamearray_t ) , 1 , fil ) ! = 1 ) goto corrupt ;
aGameArrays [ i ] . szLabel = Bcalloc ( MAXARRAYLABEL , sizeof ( char ) ) ;
if ( kdfread ( aGameArrays [ i ] . szLabel , sizeof ( char ) * MAXARRAYLABEL , 1 , fil ) ! = 1 ) goto corrupt ;
}
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
for ( i = 0 ; i < iGameArrayCount ; i + + )
{
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aGameArrays [ i ] . plValues = Bcalloc ( aGameArrays [ i ] . size , sizeof ( intptr_t ) ) ;
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}
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
for ( i = 0 ; i < iGameArrayCount ; i + + )
{
//Bsprintf(g_szBuf,"Reading value array for %s (%d)",aGameVars[i].szLabel,sizeof(int) * MAXPLAYERS);
//AddLog(g_szBuf);
if ( kdfread ( aGameArrays [ i ] . plValues , sizeof ( intptr_t ) * aGameArrays [ i ] . size , 1 , fil ) < 1 ) goto corrupt ;
}
// 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 ] )
{
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l = ( intptr_t ) apScriptGameEvent [ i ] + ( intptr_t ) & script [ 0 ] ;
apScriptGameEvent [ i ] = ( intptr_t * ) l ;
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}
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
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if ( kdfread ( & savedstate [ 0 ] , sizeof ( savedstate ) , 1 , fil ) ! = 1 ) goto corrupt ;
for ( i = 0 ; i < ( MAXVOLUMES * MAXLEVELS ) ; i + + )
{
if ( savedstate [ i ] )
{
if ( map [ i ] . savedstate = = NULL )
map [ i ] . savedstate = Bcalloc ( 1 , sizeof ( mapstate_t ) ) ;
if ( kdfread ( map [ i ] . savedstate , sizeof ( mapstate_t ) , 1 , fil ) ! = sizeof ( mapstate_t ) ) goto corrupt ;
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for ( j = 0 ; j < iGameVarCount ; j + + )
{
if ( aGameVars [ j ] . dwFlags & GAMEVAR_FLAG_NORESET ) continue ;
if ( aGameVars [ j ] . dwFlags & GAMEVAR_FLAG_PERPLAYER )
{
if ( ! map [ i ] . savedstate - > vars [ j ] )
map [ i ] . savedstate - > vars [ j ] = Bcalloc ( MAXPLAYERS , sizeof ( intptr_t ) ) ;
if ( kdfread ( & map [ i ] . savedstate - > vars [ j ] [ 0 ] , sizeof ( intptr_t ) * MAXPLAYERS , 1 , fil ) ! = 1 ) goto corrupt ;
}
else if ( aGameVars [ j ] . dwFlags & GAMEVAR_FLAG_PERACTOR )
{
if ( ! map [ i ] . savedstate - > vars [ j ] )
map [ i ] . savedstate - > vars [ j ] = Bcalloc ( MAXSPRITES , sizeof ( intptr_t ) ) ;
if ( kdfread ( & map [ i ] . savedstate - > vars [ j ] [ 0 ] , sizeof ( intptr_t ) , MAXSPRITES , fil ) ! = MAXSPRITES ) goto corrupt ;
}
}
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}
else if ( map [ i ] . savedstate )
{
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FreeMapState ( i ) ;
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}
}
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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 ) ;
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#if 0
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{
FILE * fp ;
AddLog ( " Dumping Vars... " ) ;
fp = fopen ( " xxx.txt " , " w " ) ;
if ( fp )
{
DumpGameVars ( fp ) ;
fclose ( fp ) ;
}
AddLog ( " Done Dumping... " ) ;
}
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# endif
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return ( 0 ) ;
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corrupt :
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return ( 1 ) ;
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}
void SaveGameVars ( FILE * fil )
{
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int i , j ;
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intptr_t l ;
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char savedstate [ MAXVOLUMES * MAXLEVELS ] ;
Bmemset ( & savedstate , 0 , sizeof ( savedstate ) ) ;
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// 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(int) * MAXPLAYERS);
//AddLog(g_szBuf);
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dfwrite ( aGameVars [ i ] . plValues , sizeof ( intptr_t ) * MAXPLAYERS , 1 , fil ) ;
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}
else if ( aGameVars [ i ] . dwFlags & GAMEVAR_FLAG_PERACTOR )
{
//Bsprintf(g_szBuf,"Writing value array for %s (%d)",aGameVars[i].szLabel,sizeof(int) * MAXSPRITES);
//AddLog(g_szBuf);
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dfwrite ( & aGameVars [ i ] . plValues [ 0 ] , sizeof ( intptr_t ) , MAXSPRITES , fil ) ;
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}
// else nothing 'extra...'
}
dfwrite ( & iGameArrayCount , sizeof ( iGameArrayCount ) , 1 , fil ) ;
for ( i = 0 ; i < iGameArrayCount ; i + + )
{
dfwrite ( & ( aGameArrays [ i ] ) , sizeof ( gamearray_t ) , 1 , fil ) ;
dfwrite ( aGameArrays [ i ] . szLabel , sizeof ( char ) * MAXARRAYLABEL , 1 , fil ) ;
}
// dfwrite(&aGameVars,sizeof(aGameVars),1,fil);
for ( i = 0 ; i < iGameArrayCount ; i + + )
{
dfwrite ( aGameArrays [ i ] . plValues , sizeof ( intptr_t ) * aGameArrays [ i ] . size , 1 , fil ) ;
}
for ( i = 0 ; i < MAXGAMEEVENTS ; i + + )
if ( apScriptGameEvent [ i ] )
{
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l = ( intptr_t ) apScriptGameEvent [ i ] - ( intptr_t ) & script [ 0 ] ;
apScriptGameEvent [ i ] = ( intptr_t * ) l ;
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}
dfwrite ( apScriptGameEvent , sizeof ( apScriptGameEvent ) , 1 , fil ) ;
for ( i = 0 ; i < MAXGAMEEVENTS ; i + + )
if ( apScriptGameEvent [ i ] )
{
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l = ( intptr_t ) apScriptGameEvent [ i ] + ( intptr_t ) & script [ 0 ] ;
apScriptGameEvent [ i ] = ( intptr_t * ) l ;
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}
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for ( i = 0 ; i < ( MAXVOLUMES * MAXLEVELS ) ; i + + )
if ( map [ i ] . savedstate ! = NULL )
savedstate [ i ] = 1 ;
dfwrite ( & savedstate [ 0 ] , sizeof ( savedstate ) , 1 , fil ) ;
for ( i = 0 ; i < ( MAXVOLUMES * MAXLEVELS ) ; i + + )
if ( map [ i ] . savedstate )
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{
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dfwrite ( map [ i ] . savedstate , sizeof ( mapstate_t ) , 1 , fil ) ;
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for ( j = 0 ; j < iGameVarCount ; j + + )
{
if ( aGameVars [ j ] . dwFlags & GAMEVAR_FLAG_NORESET ) continue ;
if ( aGameVars [ j ] . dwFlags & GAMEVAR_FLAG_PERPLAYER )
{
dfwrite ( & map [ i ] . savedstate - > vars [ j ] [ 0 ] , sizeof ( intptr_t ) * MAXPLAYERS , 1 , fil ) ;
}
else if ( aGameVars [ j ] . dwFlags & GAMEVAR_FLAG_PERACTOR )
{
dfwrite ( & map [ i ] . savedstate - > vars [ j ] [ 0 ] , sizeof ( intptr_t ) * MAXSPRITES , 1 , fil ) ;
}
}
}
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Bsprintf ( g_szBuf , " EOF: EDuke32 " ) ;
l = strlen ( g_szBuf ) ;
dfwrite ( & l , sizeof ( l ) , 1 , fil ) ;
dfwrite ( g_szBuf , l , 1 , fil ) ;
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}
void DumpGameVars ( FILE * fp )
{
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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_INTPTR ) )
fprintf ( fp , " %d " , * ( ( int * ) aGameVars [ i ] . lValue ) ) ;
else if ( aGameVars [ i ] . dwFlags & ( GAMEVAR_FLAG_SHORTPTR ) )
fprintf ( fp , " %d " , * ( ( short * ) aGameVars [ i ] . lValue ) ) ;
else if ( aGameVars [ i ] . dwFlags & ( GAMEVAR_FLAG_CHARPTR ) )
fprintf ( fp , " %d " , * ( ( char * ) aGameVars [ i ] . lValue ) ) ;
else
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fprintf ( fp , " % " PRIdPTR " " , aGameVars [ i ] . lValue ) ;
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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 , " %d " , 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_INTPTR | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_CHARPTR ) )
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 " ) ;
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}
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void ResetGameVars ( void ) /* this is called during a new game and nowhere else */
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{
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int i ;
//AddLog("Reset Game Vars");
FreeGameVars ( ) ;
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OSD_errors = 0 ;
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for ( i = 0 ; i < MAXGAMEVARS ; i + + )
{
//Bsprintf(g_szBuf,"Resetting %d: '%s' to %d",i,aDefaultGameVars[i].szLabel,
// aDefaultGameVars[i].lValue
// );
//AddLog(g_szBuf);
if ( aGameVars [ i ] . szLabel ! = NULL & & aGameVars [ i ] . bReset )
AddGameVar ( aGameVars [ i ] . szLabel , aGameVars [ i ] . lDefault , aGameVars [ i ] . dwFlags ) ;
}
for ( i = 0 ; i < MAXGAMEARRAYS ; i + + )
{
//Bsprintf(g_szBuf,"Resetting %d: '%s' to %d",i,aDefaultGameVars[i].szLabel,
// aDefaultGameVars[i].lValue
// );
//AddLog(g_szBuf);
if ( aGameArrays [ i ] . szLabel ! = NULL & & aGameArrays [ i ] . bReset )
AddGameArray ( aGameArrays [ i ] . szLabel , aGameArrays [ i ] . size ) ;
}
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}
int AddGameArray ( const char * pszLabel , int asize )
{
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int i ;
if ( Bstrlen ( pszLabel ) > ( MAXARRAYLABEL - 1 ) )
{
error + + ;
ReportError ( - 1 ) ;
initprintf ( " %s:%d: error: array name `%s' exceeds limit of %d characters. \n " , compilefile , line_number , pszLabel , MAXARRAYLABEL ) ;
return 0 ;
}
for ( i = 0 ; i < iGameArrayCount ; i + + )
{
if ( aGameVars [ i ] . szLabel ! = NULL & & ! aGameArrays [ i ] . bReset )
{
if ( Bstrcmp ( pszLabel , aGameArrays [ i ] . szLabel ) = = 0 )
{
// found it it's a duplicate in error
warning + + ;
ReportError ( WARNING_DUPLICATEDEFINITION ) ;
return 0 ;
}
}
}
if ( i < MAXGAMEARRAYS )
{
if ( aGameArrays [ i ] . szLabel = = NULL )
aGameArrays [ i ] . szLabel = Bcalloc ( MAXVARLABEL , sizeof ( char ) ) ;
if ( aGameArrays [ i ] . szLabel ! = pszLabel )
Bstrcpy ( aGameArrays [ i ] . szLabel , pszLabel ) ;
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aGameArrays [ i ] . plValues = Bcalloc ( asize , sizeof ( intptr_t ) ) ;
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aGameArrays [ i ] . size = asize ;
aGameVars [ i ] . bReset = 0 ;
iGameArrayCount + + ;
return 1 ;
}
return 0 ;
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}
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int AddGameVar ( const char * pszLabel , int lValue , unsigned int dwFlags )
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{
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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:%d: 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_INTPTR | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_CHARPTR ) )
{
// warning++;
// initprintf("%s:%d: warning: Internal gamevar '%s' cannot be redefined.\n",compilefile,line_number,label+(labelcnt<<6));
ReportError ( - 1 ) ;
initprintf ( " %s:%d: 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 ;
aGameVars [ i ] . bReset = 0 ;
}
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 ( intptr_t ) ) ;
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 ( intptr_t ) ) ;
for ( j = 0 ; j < MAXSPRITES ; j + + )
aGameVars [ i ] . plValues [ j ] = lValue ;
}
return 1 ;
}
else
{
// no room to add...
return 0 ;
}
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}
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void ResetActorGameVars ( int iActor )
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{
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int i = ( MAXGAMEVARS - 1 ) ;
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// OSD_Printf("resetting vars for actor %d\n",iActor);
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for ( ; i > = 0 ; i - - )
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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 ;
}
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}
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static int GetGameID ( const char * szGameLabel )
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{
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int i ;
for ( i = 0 ; i < iGameVarCount ; i + + )
{
if ( aGameVars [ i ] . szLabel ! = NULL )
{
if ( Bstrcmp ( szGameLabel , aGameVars [ i ] . szLabel ) = = 0 )
{
return i ;
}
}
}
return - 1 ;
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}
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int GetGameVarID ( int id , int iActor , int iPlayer )
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{
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if ( id = = MAXGAMEVARS )
return ( * insptr + + ) ;
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if ( id = = g_iThisActorID )
return iActor ;
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{
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int m = 1 ;
if ( id > = iGameVarCount | | id < 0 )
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{
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if ( id & ( MAXGAMEVARS < < 2 ) )
{
int index = GetGameVarID ( * insptr + + , iActor , iPlayer ) ;
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id & = ~ ( MAXGAMEVARS < < 2 ) ;
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if ( id & ( MAXGAMEVARS < < 1 ) ) // negative array access
{
m = - m ;
id & = ~ ( MAXGAMEVARS < < 1 ) ;
}
// OSD_Printf("GetGameVarID(): reading from array\n");
if ( index > = aGameArrays [ id ] . size | | index < 0 )
{
OSD_Printf ( OSD_ERROR " GetGameVarID(): invalid array index (%s[%d]) \n " , aGameArrays [ id ] . szLabel , index ) ;
return - 1 ;
}
return ( m * aGameArrays [ id ] . plValues [ index ] ) ;
}
if ( ( id & ( MAXGAMEVARS < < 1 ) ) = = 0 )
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{
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OSD_Printf ( OSD_ERROR " GetGameVarID(): invalid gamevar ID (%d) \n " , id ) ;
return - 1 ;
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}
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m = - m ;
id & = ~ ( MAXGAMEVARS < < 1 ) ;
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}
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_PERPLAYER )
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{
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// for the current player
if ( iPlayer < 0 | | iPlayer > = MAXPLAYERS )
{
OSD_Printf ( OSD_ERROR " GetGameVarID(): invalid player ID (%d) \n " , iPlayer ) ;
return - 1 ;
}
return ( m * aGameVars [ id ] . plValues [ iPlayer ] ) ;
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}
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_PERACTOR )
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{
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// for the current actor
if ( iActor < 0 | | iActor > = MAXSPRITES )
{
OSD_Printf ( OSD_ERROR " GetGameVarID(): invalid sprite ID (%d) \n " , iActor ) ;
return - 1 ;
}
return ( m * aGameVars [ id ] . plValues [ iActor ] ) ;
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}
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_INTPTR )
return ( m * ( * ( ( int * ) aGameVars [ id ] . lValue ) ) ) ;
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_SHORTPTR )
return ( m * ( * ( ( short * ) aGameVars [ id ] . lValue ) ) ) ;
if ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_CHARPTR )
return ( m * ( * ( ( char * ) aGameVars [ id ] . lValue ) ) ) ;
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return ( m * aGameVars [ id ] . lValue ) ;
}
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}
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void SetGameArrayID ( int id , int index , int lValue )
{
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if ( id < 0 | | id > = iGameArrayCount | | ! ( ( index < aGameArrays [ id ] . size ) & & ( index > = 0 ) ) )
{
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OSD_Printf ( OSD_ERROR " SetGameVarID(): tried to set invalid array ID (%d) or index out of bounds from sprite %d (%d), player %d \n " , id , g_i , sprite [ g_i ] . picnum , g_p ) ;
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return ;
}
aGameArrays [ id ] . plValues [ index ] = lValue ;
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}
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void SetGameVarID ( int id , int lValue , int iActor , int iPlayer )
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{
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if ( id < 0 | | id > = iGameVarCount )
{
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OSD_Printf ( OSD_ERROR " SetGameVarID(): tried to set invalid gamevar ID (%d) from sprite %d (%d), player %d \n " , id , g_i , sprite [ g_i ] . picnum , g_p ) ;
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return ;
}
//Bsprintf(g_szBuf,"SGVI: %d ('%s') to %d 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 )
{
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OSD_Printf ( OSD_ERROR " SetGameVarID(): invalid player (%d) for per-player gamevar %s from sprite %d, player %d \n " , iPlayer , aGameVars [ id ] . szLabel , g_i , g_p ) ;
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return ;
}
// for the current player
aGameVars [ id ] . plValues [ iPlayer ] = lValue ;
return ;
}
if ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_PERACTOR )
{
if ( iActor < 0 | | iActor > MAXSPRITES - 1 )
{
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OSD_Printf ( OSD_ERROR " 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 ) ;
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return ;
}
// for the current actor
aGameVars [ id ] . plValues [ iActor ] = lValue ;
return ;
}
if ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_INTPTR )
{
// set the value at pointer
* ( ( int * ) aGameVars [ id ] . lValue ) = ( int ) lValue ;
return ;
}
if ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_SHORTPTR )
{
// set the value at pointer
* ( ( short * ) aGameVars [ id ] . lValue ) = ( short ) lValue ;
return ;
}
if ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_CHARPTR )
{
// set the value at pointer
* ( ( char * ) aGameVars [ id ] . lValue ) = ( char ) lValue ;
return ;
}
aGameVars [ id ] . lValue = lValue ;
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}
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int GetGameVar ( const char * szGameLabel , int lDefault , int iActor , int iPlayer )
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{
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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 ;
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}
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static intptr_t * GetGameValuePtr ( const char * szGameLabel )
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{
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int i = 0 ;
for ( ; 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 )
{
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OSD_Printf ( OSD_ERROR " GetGameValuePtr(): INTERNAL ERROR: NULL array !!! \n " ) ;
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}
return aGameVars [ i ] . plValues ;
}
return & ( aGameVars [ i ] . lValue ) ;
}
}
}
//Bsprintf(g_szBuf,"Could not find value '%s'\n",szGameLabel);
//AddLog(g_szBuf);
return NULL ;
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}
void ResetSystemDefaults ( void )
{
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// 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 " ) ;
Bmemcpy ( & projectile , & defaultprojectile , sizeof ( projectile ) ) ;
//AddLog("EOF:ResetWeaponDefaults");
2006-12-10 06:49:01 +00:00
}
static void AddSystemVars ( )
{
2008-06-09 23:41:54 +00:00
// 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 ) ;
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AddGameVar ( " RESPAWN_MONSTERS " , ( intptr_t ) & ud . respawn_monsters , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR ) ;
AddGameVar ( " RESPAWN_ITEMS " , ( intptr_t ) & ud . respawn_items , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR ) ;
AddGameVar ( " RESPAWN_INVENTORY " , ( intptr_t ) & ud . respawn_inventory , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR ) ;
AddGameVar ( " MONSTERS_OFF " , ( intptr_t ) & ud . monsters_off , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR ) ;
AddGameVar ( " MARKER " , ( intptr_t ) & ud . marker , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR ) ;
AddGameVar ( " FFIRE " , ( intptr_t ) & ud . ffire , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR ) ;
AddGameVar ( " LEVEL " , ( intptr_t ) & ud . level_number , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_READONLY ) ;
AddGameVar ( " VOLUME " , ( intptr_t ) & ud . volume_number , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_READONLY ) ;
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AddGameVar ( " COOP " , ( intptr_t ) & ud . coop , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR ) ;
AddGameVar ( " MULTIMODE " , ( intptr_t ) & ud . multimode , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR ) ;
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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 ) ;
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AddGameVar ( " myconnectindex " , ( intptr_t ) & myconnectindex , GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " screenpeek " , ( intptr_t ) & screenpeek , GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " currentweapon " , ( intptr_t ) & g_currentweapon , GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " gs " , ( intptr_t ) & g_gs , GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " looking_arc " , ( intptr_t ) & g_looking_arc , GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " gun_pos " , ( intptr_t ) & g_gun_pos , GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " weapon_xoffset " , ( intptr_t ) & g_weapon_xoffset , GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " weaponcount " , ( intptr_t ) & g_kb , GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " looking_angSR1 " , ( intptr_t ) & g_looking_angSR1 , GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " xdim " , ( intptr_t ) & xdim , GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " ydim " , ( intptr_t ) & ydim , GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " windowx1 " , ( intptr_t ) & windowx1 , GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " windowx2 " , ( intptr_t ) & windowx2 , GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " windowy1 " , ( intptr_t ) & windowy1 , GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " windowy2 " , ( intptr_t ) & windowy2 , GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " totalclock " , ( intptr_t ) & totalclock , GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " lastvisinc " , ( intptr_t ) & lastvisinc , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
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AddGameVar ( " numsectors " , ( intptr_t ) & numsectors , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_READONLY ) ;
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AddGameVar ( " current_menu " , ( intptr_t ) & current_menu , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_READONLY ) ;
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AddGameVar ( " numplayers " , ( intptr_t ) & numplayers , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_READONLY ) ;
AddGameVar ( " viewingrange " , ( intptr_t ) & viewingrange , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " yxaspect " , ( intptr_t ) & yxaspect , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " gravitationalconstant " , ( intptr_t ) & gc , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR ) ;
AddGameVar ( " gametype_flags " , ( intptr_t ) & gametype_flags [ ud . coop ] , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR ) ;
AddGameVar ( " framerate " , ( intptr_t ) & framerate , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK ) ;
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AddGameVar ( " CLIPMASK0 " , CLIPMASK0 , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY ) ;
AddGameVar ( " CLIPMASK1 " , CLIPMASK1 , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY ) ;
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AddGameVar ( " camerax " , ( intptr_t ) & ud . camerax , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " cameray " , ( intptr_t ) & ud . cameray , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " cameraz " , ( intptr_t ) & ud . cameraz , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " cameraang " , ( intptr_t ) & ud . cameraang , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " camerahoriz " , ( intptr_t ) & ud . camerahoriz , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " camerasect " , ( intptr_t ) & ud . camerasect , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " cameradist " , ( intptr_t ) & cameradist , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " cameraclock " , ( intptr_t ) & cameraclock , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " myx " , ( intptr_t ) & myx , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " myy " , ( intptr_t ) & myy , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " myz " , ( intptr_t ) & myz , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " omyx " , ( intptr_t ) & omyx , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " omyy " , ( intptr_t ) & omyy , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " omyz " , ( intptr_t ) & omyz , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " myxvel " , ( intptr_t ) & myxvel , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " myyvel " , ( intptr_t ) & myyvel , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " myzvel " , ( intptr_t ) & myzvel , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " myhoriz " , ( intptr_t ) & myhoriz , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " myhorizoff " , ( intptr_t ) & myhorizoff , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " omyhoriz " , ( intptr_t ) & omyhoriz , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " omyhorizoff " , ( intptr_t ) & omyhorizoff , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " myang " , ( intptr_t ) & myang , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " omyang " , ( intptr_t ) & omyang , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " mycursectnum " , ( intptr_t ) & mycursectnum , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " myjumpingcounter " , ( intptr_t ) & myjumpingcounter , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " myjumpingtoggle " , ( intptr_t ) & myjumpingtoggle , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_CHARPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " myonground " , ( intptr_t ) & myonground , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_CHARPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " myhardlanding " , ( intptr_t ) & myhardlanding , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_CHARPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " myreturntocenter " , ( intptr_t ) & myreturntocenter , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_CHARPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " display_mirror " , ( intptr_t ) & display_mirror , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_CHARPTR | GAMEVAR_FLAG_SYNCCHECK ) ;
AddGameVar ( " randomseed " , ( intptr_t ) & randomseed , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR ) ;
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AddGameVar ( " NUMWALLS " , ( intptr_t ) & numwalls , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_READONLY ) ;
AddGameVar ( " NUMSECTORS " , ( intptr_t ) & numsectors , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_READONLY ) ;
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}
void InitGameVars ( void )
{
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// only call ONCE
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// initprintf("Initializing game variables\n");
//AddLog("InitGameVars");
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ClearGameVars ( ) ;
AddSystemVars ( ) ;
InitGameVarPointers ( ) ;
ResetSystemDefaults ( ) ;
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}
void InitGameVarPointers ( void )
{
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int i ;
char aszBuf [ 64 ] ;
// called from game Init AND when level is loaded...
//AddLog("InitGameVarPointers");
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for ( i = ( MAX_WEAPONS - 1 ) ; i > = 0 ; i - - )
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{
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 ) ;
}
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}
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void ResetPointerVars ( void )
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{
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aGameVars [ GetGameID ( " RESPAWN_MONSTERS " ) ] . lValue = ( intptr_t ) & ud . respawn_monsters ;
aGameVars [ GetGameID ( " RESPAWN_ITEMS " ) ] . lValue = ( intptr_t ) & ud . respawn_items ;
aGameVars [ GetGameID ( " RESPAWN_INVENTORY " ) ] . lValue = ( intptr_t ) & ud . respawn_inventory ;
aGameVars [ GetGameID ( " MONSTERS_OFF " ) ] . lValue = ( intptr_t ) & ud . monsters_off ;
aGameVars [ GetGameID ( " MARKER " ) ] . lValue = ( intptr_t ) & ud . marker ;
aGameVars [ GetGameID ( " FFIRE " ) ] . lValue = ( intptr_t ) & ud . ffire ;
aGameVars [ GetGameID ( " LEVEL " ) ] . lValue = ( intptr_t ) & ud . level_number ;
aGameVars [ GetGameID ( " VOLUME " ) ] . lValue = ( intptr_t ) & ud . volume_number ;
aGameVars [ GetGameID ( " COOP " ) ] . lValue = ( intptr_t ) & ud . coop ;
aGameVars [ GetGameID ( " MULTIMODE " ) ] . lValue = ( intptr_t ) & ud . multimode ;
aGameVars [ GetGameID ( " myconnectindex " ) ] . lValue = ( intptr_t ) & myconnectindex ;
aGameVars [ GetGameID ( " screenpeek " ) ] . lValue = ( intptr_t ) & screenpeek ;
aGameVars [ GetGameID ( " currentweapon " ) ] . lValue = ( intptr_t ) & g_currentweapon ;
aGameVars [ GetGameID ( " gs " ) ] . lValue = ( intptr_t ) & g_gs ;
aGameVars [ GetGameID ( " looking_arc " ) ] . lValue = ( intptr_t ) & g_looking_arc ;
aGameVars [ GetGameID ( " gun_pos " ) ] . lValue = ( intptr_t ) & g_gun_pos ;
aGameVars [ GetGameID ( " weapon_xoffset " ) ] . lValue = ( intptr_t ) & g_weapon_xoffset ;
aGameVars [ GetGameID ( " weaponcount " ) ] . lValue = ( intptr_t ) & g_kb ;
aGameVars [ GetGameID ( " looking_angSR1 " ) ] . lValue = ( intptr_t ) & g_looking_angSR1 ;
aGameVars [ GetGameID ( " xdim " ) ] . lValue = ( intptr_t ) & xdim ;
aGameVars [ GetGameID ( " ydim " ) ] . lValue = ( intptr_t ) & ydim ;
aGameVars [ GetGameID ( " windowx1 " ) ] . lValue = ( intptr_t ) & windowx1 ;
aGameVars [ GetGameID ( " windowx2 " ) ] . lValue = ( intptr_t ) & windowx2 ;
aGameVars [ GetGameID ( " windowy1 " ) ] . lValue = ( intptr_t ) & windowy1 ;
aGameVars [ GetGameID ( " windowy2 " ) ] . lValue = ( intptr_t ) & windowy2 ;
aGameVars [ GetGameID ( " totalclock " ) ] . lValue = ( intptr_t ) & totalclock ;
aGameVars [ GetGameID ( " lastvisinc " ) ] . lValue = ( intptr_t ) & lastvisinc ;
aGameVars [ GetGameID ( " numsectors " ) ] . lValue = ( intptr_t ) & numsectors ;
aGameVars [ GetGameID ( " numplayers " ) ] . lValue = ( intptr_t ) & numplayers ;
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aGameVars [ GetGameID ( " current_menu " ) ] . lValue = ( intptr_t ) & current_menu ;
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aGameVars [ GetGameID ( " viewingrange " ) ] . lValue = ( intptr_t ) & viewingrange ;
aGameVars [ GetGameID ( " yxaspect " ) ] . lValue = ( intptr_t ) & yxaspect ;
aGameVars [ GetGameID ( " gravitationalconstant " ) ] . lValue = ( intptr_t ) & gc ;
aGameVars [ GetGameID ( " gametype_flags " ) ] . lValue = ( intptr_t ) & gametype_flags [ ud . coop ] ;
aGameVars [ GetGameID ( " framerate " ) ] . lValue = ( intptr_t ) & framerate ;
aGameVars [ GetGameID ( " camerax " ) ] . lValue = ( intptr_t ) & ud . camerax ;
aGameVars [ GetGameID ( " cameray " ) ] . lValue = ( intptr_t ) & ud . cameray ;
aGameVars [ GetGameID ( " cameraz " ) ] . lValue = ( intptr_t ) & ud . cameraz ;
aGameVars [ GetGameID ( " cameraang " ) ] . lValue = ( intptr_t ) & ud . cameraang ;
aGameVars [ GetGameID ( " camerahoriz " ) ] . lValue = ( intptr_t ) & ud . camerahoriz ;
aGameVars [ GetGameID ( " camerasect " ) ] . lValue = ( intptr_t ) & ud . camerasect ;
aGameVars [ GetGameID ( " cameradist " ) ] . lValue = ( intptr_t ) & cameradist ;
aGameVars [ GetGameID ( " cameraclock " ) ] . lValue = ( intptr_t ) & cameraclock ;
aGameVars [ GetGameID ( " myx " ) ] . lValue = ( intptr_t ) & myx ;
aGameVars [ GetGameID ( " myy " ) ] . lValue = ( intptr_t ) & myy ;
aGameVars [ GetGameID ( " myz " ) ] . lValue = ( intptr_t ) & myz ;
aGameVars [ GetGameID ( " omyx " ) ] . lValue = ( intptr_t ) & omyx ;
aGameVars [ GetGameID ( " omyy " ) ] . lValue = ( intptr_t ) & omyy ;
aGameVars [ GetGameID ( " omyz " ) ] . lValue = ( intptr_t ) & omyz ;
aGameVars [ GetGameID ( " myxvel " ) ] . lValue = ( intptr_t ) & myxvel ;
aGameVars [ GetGameID ( " myyvel " ) ] . lValue = ( intptr_t ) & myyvel ;
aGameVars [ GetGameID ( " myzvel " ) ] . lValue = ( intptr_t ) & myzvel ;
aGameVars [ GetGameID ( " myhoriz " ) ] . lValue = ( intptr_t ) & myhoriz ;
aGameVars [ GetGameID ( " myhorizoff " ) ] . lValue = ( intptr_t ) & myhorizoff ;
aGameVars [ GetGameID ( " omyhoriz " ) ] . lValue = ( intptr_t ) & omyhoriz ;
aGameVars [ GetGameID ( " omyhorizoff " ) ] . lValue = ( intptr_t ) & omyhorizoff ;
aGameVars [ GetGameID ( " myang " ) ] . lValue = ( intptr_t ) & myang ;
aGameVars [ GetGameID ( " omyang " ) ] . lValue = ( intptr_t ) & omyang ;
aGameVars [ GetGameID ( " mycursectnum " ) ] . lValue = ( intptr_t ) & mycursectnum ;
aGameVars [ GetGameID ( " myjumpingcounter " ) ] . lValue = ( intptr_t ) & myjumpingcounter ;
aGameVars [ GetGameID ( " myjumpingtoggle " ) ] . lValue = ( intptr_t ) & myjumpingtoggle ;
aGameVars [ GetGameID ( " myonground " ) ] . lValue = ( intptr_t ) & myonground ;
aGameVars [ GetGameID ( " myhardlanding " ) ] . lValue = ( intptr_t ) & myhardlanding ;
aGameVars [ GetGameID ( " myreturntocenter " ) ] . lValue = ( intptr_t ) & myreturntocenter ;
aGameVars [ GetGameID ( " display_mirror " ) ] . lValue = ( intptr_t ) & display_mirror ;
aGameVars [ GetGameID ( " randomseed " ) ] . lValue = ( intptr_t ) & randomseed ;
aGameVars [ GetGameID ( " NUMWALLS " ) ] . lValue = ( intptr_t ) & numwalls ;
aGameVars [ GetGameID ( " NUMSECTORS " ) ] . lValue = ( intptr_t ) & numsectors ;
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}