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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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static void ResetPointerVars ( void ) ;
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static void FreeGameVars ( void )
{
// call this function as many times as needed.
int i ;
// AddLog("FreeGameVars");
for ( i = 0 ; i < MAXGAMEVARS ; 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;
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if ( aGameVars [ i ] . plValues )
Bfree ( aGameVars [ i ] . plValues ) ;
aGameVars [ i ] . plValues = NULL ;
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aGameVars [ i ] . bReset = 1 ;
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}
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 ;
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aGameVars [ i ] . bReset = 1 ;
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}
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 + + )
{
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if ( kdfread ( & ( aGameVars [ i ] ) , sizeof ( gamevar_t ) , 1 , fil ) ! = 1 ) goto corrupt ;
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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...'
}
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ResetPointerVars ( ) ;
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// 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 ;
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OSD_Printf ( " %s \n " , g_szBuf ) ;
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#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 + + )
{
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dfwrite ( & ( aGameVars [ i ] ) , sizeof ( gamevar_t ) , 1 , fil ) ;
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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 ) ) ;
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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 ) ) ;
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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) " ) ;
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if ( aGameVars [ i ] . dwFlags & ( GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_PCHAR ) )
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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);
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if ( aGameVars [ i ] . szLabel ! = NULL & & aGameVars [ i ] . bReset )
AddGameVar ( aGameVars [ i ] . szLabel , aGameVars [ i ] . lValue , aGameVars [ i ] . dwFlags ) ;
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}
}
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int AddGameVar ( const char * pszLabel , long lValue , unsigned long dwFlags )
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{
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int i , j ;
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//Bsprintf(g_szBuf,"AddGameVar(%s, %d, %X)",pszLabel, lValue, dwFlags);
//AddLog(g_szBuf);
if ( Bstrlen ( pszLabel ) > ( MAXVARLABEL - 1 ) )
{
error + + ;
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ReportError ( - 1 ) ;
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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 + + )
{
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if ( aGameVars [ i ] . szLabel ! = NULL & & ! aGameVars [ i ] . bReset )
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{
if ( Bstrcmp ( pszLabel , aGameVars [ i ] . szLabel ) = = 0 )
{
// found it...
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if ( aGameVars [ i ] . dwFlags & ( GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_PCHAR ) )
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{
// 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 ;
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aGameVars [ i ] . lDefault = lValue ;
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aGameVars [ i ] . bReset = 0 ;
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}
else
{
if ( aGameVars [ i ] . szLabel = = NULL )
aGameVars [ i ] . szLabel = Bcalloc ( MAXVARLABEL , sizeof ( char ) ) ;
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if ( aGameVars [ i ] . szLabel ! = pszLabel )
Bstrcpy ( aGameVars [ i ] . szLabel , pszLabel ) ;
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aGameVars [ i ] . dwFlags = dwFlags ;
aGameVars [ i ] . lValue = lValue ;
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aGameVars [ i ] . lDefault = lValue ;
aGameVars [ i ] . bReset = 0 ;
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}
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 ;
}
}
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void ResetActorGameVars ( int iActor )
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{
int i ;
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// OSD_Printf("resetting vars for actor %d\n",iActor);
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for ( i = 0 ; i < MAXGAMEVARS ; i + + )
if ( ( aGameVars [ i ] . dwFlags & GAMEVAR_FLAG_PERACTOR ) & & ! ( aGameVars [ i ] . dwFlags & GAMEVAR_FLAG_NODEFAULT ) )
{
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// OSD_Printf("reset %s (%d) to %s (%d)\n",aGameVars[i].szLabel,aGameVars[i].plValues[iActor],aDefaultGameVars[i].szLabel,aDefaultGameVars[i].lValue);
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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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{
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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long GetGameVarID ( int id , int iActor , int iPlayer )
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{
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int inv = 0 ;
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if ( id = = g_iThisActorID )
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return iActor ;
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if ( id < 0 | | id > = iGameVarCount )
{
if ( id = = MAXGAMEVARS )
return ( * insptr + + ) ;
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if ( ! ( id & ( MAXGAMEVARS < < 1 ) ) )
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{
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OSD_Printf ( " GetGameVarID(): invalid gamevar ID (%d) \n " , id ) ;
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return - 1 ;
}
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inv = 1 ;
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id ^ = ( MAXGAMEVARS < < 1 ) ;
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}
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_PERPLAYER )
{
// for the current player
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if ( iPlayer > = 0 & & iPlayer < MAXPLAYERS )
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{
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//Bsprintf(g_szBuf,"GetGameVarID(%d, %d, %d) returns %ld\n",id,iActor,iPlayer, aGameVars[id].plValues[iPlayer]);
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//AddLog(g_szBuf);
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if ( inv ) return ( - aGameVars [ id ] . plValues [ iPlayer ] ) ;
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return ( aGameVars [ id ] . plValues [ iPlayer ] ) ;
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}
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if ( inv ) return ( - aGameVars [ id ] . lValue ) ;
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return ( aGameVars [ id ] . lValue ) ;
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}
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_PERACTOR )
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{
// for the current actor
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if ( iActor > = 0 & & iActor < = MAXSPRITES )
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{
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if ( inv ) return ( - aGameVars [ id ] . plValues [ iActor ] ) ;
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return ( aGameVars [ id ] . plValues [ iActor ] ) ;
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}
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if ( inv ) return ( - aGameVars [ id ] . lValue ) ;
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return ( aGameVars [ id ] . lValue ) ;
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}
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_PLONG )
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{
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if ( inv ) return ( - ( * ( ( long * ) aGameVars [ id ] . lValue ) ) ) ;
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return ( * ( ( long * ) aGameVars [ id ] . lValue ) ) ;
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}
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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 ) ) ;
}
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if ( inv ) return ( - aGameVars [ id ] . lValue ) ;
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return ( aGameVars [ id ] . lValue ) ;
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}
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void SetGameVarID ( int id , long lValue , int iActor , int iPlayer )
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{
if ( id < 0 | | id > = iGameVarCount )
{
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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 ) ;
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return ;
}
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//Bsprintf(g_szBuf,"SGVI: %d ('%s') to %ld for %d %d",id,aGameVars[id].szLabel,lValue,iActor,iPlayer);
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//AddLog(g_szBuf);
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_PERPLAYER )
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{
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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 ;
}
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// for the current player
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aGameVars [ id ] . plValues [ iPlayer ] = lValue ;
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return ;
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}
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if ( ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_PERACTOR ) )
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{
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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 ;
}
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// for the current actor
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aGameVars [ id ] . plValues [ iActor ] = lValue ;
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return ;
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}
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_FLAG_PLONG )
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{
// set the value at pointer
* ( ( long * ) aGameVars [ id ] . lValue ) = lValue ;
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return ;
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}
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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 ;
}
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aGameVars [ id ] . lValue = lValue ;
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}
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long GetGameVar ( const char * szGameLabel , long lDefault , int iActor , int iPlayer )
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{
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int i = 0 ;
for ( ; i < iGameVarCount ; i + + )
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{
if ( aGameVars [ i ] . szLabel ! = NULL )
{
if ( Bstrcmp ( szGameLabel , aGameVars [ i ] . szLabel ) = = 0 )
{
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return GetGameVarID ( i , iActor , iPlayer ) ;
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}
}
}
return lDefault ;
}
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static long * GetGameValuePtr ( const char * szGameLabel )
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{
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 )
{
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OSD_Printf ( " 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 ;
}
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];
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Bmemcpy ( & projectile , & defaultprojectile , sizeof ( projectile ) ) ;
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//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 ) ;
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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 ) ;
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2007-02-16 06:59:05 +00:00
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 ) ;
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AddGameVar ( " omyhorizoff " , ( long ) & omyhorizoff , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK ) ;
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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 ) ;
2007-02-26 01:46:38 +00:00
2007-02-16 06:59:05 +00:00
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 ) ;
2007-02-26 01:46:38 +00:00
AddGameVar ( " myreturntocenter " , ( long ) & myreturntocenter , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PCHAR | GAMEVAR_FLAG_SYNCCHECK ) ;
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AddGameVar ( " display_mirror " , ( long ) & display_mirror , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PCHAR | GAMEVAR_FLAG_SYNCCHECK ) ;
2007-08-19 00:15:30 +00:00
AddGameVar ( " randomseed " , ( long ) & randomseed , GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG ) ;
2006-12-10 06:49:01 +00:00
}
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 ) ;
}
}
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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 ;
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aGameVars [ GetGameID ( " myconnectindex " ) ] . lValue = ( long ) & myconnectindex ;
aGameVars [ GetGameID ( " screenpeek " ) ] . lValue = ( long ) & screenpeek ;
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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 ;
2007-08-25 01:05:00 +00:00
aGameVars [ GetGameID ( " randomseed " ) ] . lValue = ( long ) & randomseed ;
2007-04-17 05:54:12 +00:00
}