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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 Gv_RefreshPointers ( void ) ;
extern void G_FreeMapState ( int mapnum ) ;
static void Gv_Free ( void ) /* called from Gv_ReadSave() and Gv_ResetVarsToDefault() */
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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("Gv_Free");
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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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g_gameVarCount = g_gameArrayCount = 0 ;
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HASH_init ( & gamevarH ) ;
HASH_init ( & arrayH ) ;
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return ;
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}
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static void Gv_Clear ( void )
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{
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// only call this function ONCE...
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int i = ( MAXGAMEVARS - 1 ) ;
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//AddLog("Gv_Clear");
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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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g_gameVarCount = g_gameArrayCount = 0 ;
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HASH_init ( & gamevarH ) ;
HASH_init ( & arrayH ) ;
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return ;
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}
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int Gv_ReadSave ( 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");
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Gv_Free ( ) ; // nuke 'em from orbit, it's the only way to be sure...
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// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
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if ( kdfread ( & g_gameVarCount , sizeof ( g_gameVarCount ) , 1 , fil ) ! = 1 ) goto corrupt ;
for ( i = 0 ; i < g_gameVarCount ; i + + )
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{
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 ;
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HASH_add ( & gamevarH , aGameVars [ i ] . szLabel , i ) ;
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}
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
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for ( i = 0 ; i < g_gameVarCount ; i + + )
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{
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if ( aGameVars [ i ] . dwFlags & GAMEVAR_PERPLAYER )
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aGameVars [ i ] . plValues = Bcalloc ( MAXPLAYERS , sizeof ( intptr_t ) ) ;
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else if ( aGameVars [ i ] . dwFlags & GAMEVAR_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);
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Gv_InitWeaponPointers ( ) ;
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// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
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for ( i = 0 ; i < g_gameVarCount ; i + + )
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{
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if ( aGameVars [ i ] . dwFlags & GAMEVAR_PERPLAYER )
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{
//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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}
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else if ( aGameVars [ i ] . dwFlags & GAMEVAR_PERACTOR )
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{
//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...'
}
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Gv_RefreshPointers ( ) ;
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if ( kdfread ( & g_gameArrayCount , sizeof ( g_gameArrayCount ) , 1 , fil ) ! = 1 ) goto corrupt ;
for ( i = 0 ; i < g_gameArrayCount ; i + + )
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{
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 ;
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HASH_add ( & arrayH , aGameArrays [ i ] . szLabel , i ) ;
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}
// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
// AddLog(g_szBuf);
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for ( i = 0 ; i < g_gameArrayCount ; i + + )
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{
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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);
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for ( i = 0 ; i < g_gameArrayCount ; i + + )
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{
//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 ] )
{
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if ( MapInfo [ i ] . savedstate = = NULL )
MapInfo [ i ] . savedstate = Bcalloc ( 1 , sizeof ( mapstate_t ) ) ;
if ( kdfread ( MapInfo [ i ] . savedstate , sizeof ( mapstate_t ) , 1 , fil ) ! = sizeof ( mapstate_t ) ) goto corrupt ;
for ( j = 0 ; j < g_gameVarCount ; j + + )
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{
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if ( aGameVars [ j ] . dwFlags & GAMEVAR_NORESET ) continue ;
if ( aGameVars [ j ] . dwFlags & GAMEVAR_PERPLAYER )
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{
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if ( ! MapInfo [ i ] . savedstate - > vars [ j ] )
MapInfo [ i ] . savedstate - > vars [ j ] = Bcalloc ( MAXPLAYERS , sizeof ( intptr_t ) ) ;
if ( kdfread ( & MapInfo [ i ] . savedstate - > vars [ j ] [ 0 ] , sizeof ( intptr_t ) * MAXPLAYERS , 1 , fil ) ! = 1 ) goto corrupt ;
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}
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else if ( aGameVars [ j ] . dwFlags & GAMEVAR_PERACTOR )
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{
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if ( ! MapInfo [ i ] . savedstate - > vars [ j ] )
MapInfo [ i ] . savedstate - > vars [ j ] = Bcalloc ( MAXSPRITES , sizeof ( intptr_t ) ) ;
if ( kdfread ( & MapInfo [ i ] . savedstate - > vars [ j ] [ 0 ] , sizeof ( intptr_t ) , MAXSPRITES , fil ) ! = MAXSPRITES ) goto corrupt ;
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}
}
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}
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else if ( MapInfo [ i ] . savedstate )
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{
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G_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 )
{
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Gv_DumpValues ( fp ) ;
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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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}
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void Gv_WriteSave ( FILE * 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("Saving Game Vars to File");
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dfwrite ( & g_gameVarCount , sizeof ( g_gameVarCount ) , 1 , fil ) ;
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for ( i = 0 ; i < g_gameVarCount ; i + + )
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{
dfwrite ( & ( aGameVars [ i ] ) , sizeof ( gamevar_t ) , 1 , fil ) ;
dfwrite ( aGameVars [ i ] . szLabel , sizeof ( char ) * MAXVARLABEL , 1 , fil ) ;
}
// dfwrite(&aGameVars,sizeof(aGameVars),1,fil);
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for ( i = 0 ; i < g_gameVarCount ; i + + )
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{
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if ( aGameVars [ i ] . dwFlags & GAMEVAR_PERPLAYER )
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{
//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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}
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else if ( aGameVars [ i ] . dwFlags & GAMEVAR_PERACTOR )
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{
//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...'
}
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dfwrite ( & g_gameArrayCount , sizeof ( g_gameArrayCount ) , 1 , fil ) ;
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for ( i = 0 ; i < g_gameArrayCount ; i + + )
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{
dfwrite ( & ( aGameArrays [ i ] ) , sizeof ( gamearray_t ) , 1 , fil ) ;
dfwrite ( aGameArrays [ i ] . szLabel , sizeof ( char ) * MAXARRAYLABEL , 1 , fil ) ;
}
// dfwrite(&aGameVars,sizeof(aGameVars),1,fil);
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for ( i = 0 ; i < g_gameArrayCount ; i + + )
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{
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 + + )
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if ( MapInfo [ i ] . savedstate ! = NULL )
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savedstate [ i ] = 1 ;
dfwrite ( & savedstate [ 0 ] , sizeof ( savedstate ) , 1 , fil ) ;
for ( i = 0 ; i < ( MAXVOLUMES * MAXLEVELS ) ; i + + )
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if ( MapInfo [ i ] . savedstate )
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{
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dfwrite ( MapInfo [ i ] . savedstate , sizeof ( mapstate_t ) , 1 , fil ) ;
for ( j = 0 ; j < g_gameVarCount ; j + + )
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{
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if ( aGameVars [ j ] . dwFlags & GAMEVAR_NORESET ) continue ;
if ( aGameVars [ j ] . dwFlags & GAMEVAR_PERPLAYER )
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{
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dfwrite ( & MapInfo [ i ] . savedstate - > vars [ j ] [ 0 ] , sizeof ( intptr_t ) * MAXPLAYERS , 1 , fil ) ;
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}
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else if ( aGameVars [ j ] . dwFlags & GAMEVAR_PERACTOR )
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{
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dfwrite ( & MapInfo [ i ] . savedstate - > vars [ j ] [ 0 ] , sizeof ( intptr_t ) * MAXSPRITES , 1 , fil ) ;
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}
}
}
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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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}
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void Gv_DumpValues ( FILE * fp )
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{
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int i ;
if ( ! fp )
{
return ;
}
fprintf ( fp , " // Current Game Definitions \n \n " ) ;
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for ( i = 0 ; i < g_gameVarCount ; i + + )
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{
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if ( aGameVars [ i ] . dwFlags & ( GAMEVAR_SECRET ) )
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{
continue ; // do nothing...
}
else
{
fprintf ( fp , " gamevar %s " , aGameVars [ i ] . szLabel ) ;
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if ( aGameVars [ i ] . dwFlags & ( GAMEVAR_INTPTR ) )
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fprintf ( fp , " %d " , * ( ( int * ) aGameVars [ i ] . lValue ) ) ;
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else if ( aGameVars [ i ] . dwFlags & ( GAMEVAR_SHORTPTR ) )
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fprintf ( fp , " %d " , * ( ( short * ) aGameVars [ i ] . lValue ) ) ;
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else if ( aGameVars [ i ] . dwFlags & ( GAMEVAR_CHARPTR ) )
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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_PERPLAYER ) )
fprintf ( fp , " GAMEVAR_PERPLAYER " ) ;
else if ( aGameVars [ i ] . dwFlags & ( GAMEVAR_PERACTOR ) )
fprintf ( fp , " GAMEVAR_PERACTOR " ) ;
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else
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fprintf ( fp , " %d " , aGameVars [ i ] . dwFlags & ( GAMEVAR_USER_MASK ) ) ;
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fprintf ( fp , " // " ) ;
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if ( aGameVars [ i ] . dwFlags & ( GAMEVAR_SYSTEM ) )
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fprintf ( fp , " (system) " ) ;
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if ( aGameVars [ i ] . dwFlags & ( GAMEVAR_INTPTR | GAMEVAR_SHORTPTR | GAMEVAR_CHARPTR ) )
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fprintf ( fp , " (pointer) " ) ;
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if ( aGameVars [ i ] . dwFlags & ( GAMEVAR_READONLY ) )
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fprintf ( fp , " (read only) " ) ;
fprintf ( fp , " \n " ) ;
}
}
fprintf ( fp , " \n // end of game definitions \n " ) ;
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}
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void Gv_ResetVarsToDefault ( 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");
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Gv_Free ( ) ;
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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 )
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Gv_SetupVar ( aGameVars [ i ] . szLabel , aGameVars [ i ] . lDefault , aGameVars [ i ] . dwFlags ) ;
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}
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 )
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Gv_AddArray ( aGameArrays [ i ] . szLabel , aGameArrays [ i ] . size ) ;
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}
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}
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int Gv_AddArray ( const char * pszLabel , int asize )
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{
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int i ;
if ( Bstrlen ( pszLabel ) > ( MAXARRAYLABEL - 1 ) )
{
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g_numCompilerErrors + + ;
C_ReportError ( - 1 ) ;
initprintf ( " %s:%d: error: array name `%s' exceeds limit of %d characters. \n " , g_szScriptFileName , g_lineNumber , pszLabel , MAXARRAYLABEL ) ;
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return 0 ;
}
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i = HASH_find ( & arrayH , pszLabel ) ;
if ( i > = 0 & & ! aGameArrays [ i ] . bReset )
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{
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// found it it's a duplicate in error
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g_numCompilerWarnings + + ;
C_ReportError ( WARNING_DUPLICATEDEFINITION ) ;
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return 0 ;
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}
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i = g_gameArrayCount ;
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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 ;
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g_gameArrayCount + + ;
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HASH_add ( & arrayH , aGameArrays [ i ] . szLabel , i ) ;
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return 1 ;
}
return 0 ;
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}
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int Gv_SetupVar ( const char * pszLabel , int lValue , unsigned int dwFlags )
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{
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int i , j ;
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//Bsprintf(g_szBuf,"Gv_SetupVar(%s, %d, %X)",pszLabel, lValue, dwFlags);
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//AddLog(g_szBuf);
if ( Bstrlen ( pszLabel ) > ( MAXVARLABEL - 1 ) )
{
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g_numCompilerErrors + + ;
C_ReportError ( - 1 ) ;
initprintf ( " %s:%d: error: variable name `%s' exceeds limit of %d characters. \n " , g_szScriptFileName , g_lineNumber , pszLabel , MAXVARLABEL ) ;
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return 0 ;
}
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i = HASH_find ( & gamevarH , pszLabel ) ;
if ( i > = 0 & & ! aGameVars [ i ] . bReset )
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{
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// found it...
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if ( aGameVars [ i ] . dwFlags & ( GAMEVAR_INTPTR | GAMEVAR_SHORTPTR | GAMEVAR_CHARPTR ) )
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{
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// warning++;
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// initprintf("%s:%d: warning: Internal gamevar '%s' cannot be redefined.\n",g_szScriptFileName,g_lineNumber,label+(g_numLabels<<6));
C_ReportError ( - 1 ) ;
initprintf ( " %s:%d: warning: cannot redefine internal gamevar `%s'. \n " , g_szScriptFileName , g_lineNumber , label + ( g_numLabels < < 6 ) ) ;
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return 0 ;
}
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else if ( ! ( aGameVars [ i ] . dwFlags & GAMEVAR_DEFAULT ) & & ! ( aGameVars [ i ] . dwFlags & GAMEVAR_SYSTEM ) )
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{
// it's a duplicate in error
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g_numCompilerWarnings + + ;
C_ReportError ( WARNING_DUPLICATEDEFINITION ) ;
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return 0 ;
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}
}
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if ( i = = - 1 )
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i = g_gameVarCount ;
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if ( i > = MAXGAMEVARS )
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{
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g_numCompilerErrors + + ;
C_ReportError ( - 1 ) ;
initprintf ( " %s:%d: error: too many gamevars! \n " , g_szScriptFileName , g_lineNumber ) ;
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return 0 ;
}
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// Set values
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if ( ( aGameVars [ i ] . dwFlags & GAMEVAR_SYSTEM ) = = 0 )
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{
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 ;
if ( aGameVars [ i ] . plValues )
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{
// only free if not system
Bfree ( aGameVars [ i ] . plValues ) ;
aGameVars [ i ] . plValues = NULL ;
}
}
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// if existing is system, they only get to change default value....
aGameVars [ i ] . lValue = lValue ;
aGameVars [ i ] . lDefault = lValue ;
aGameVars [ i ] . bReset = 0 ;
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if ( i = = g_gameVarCount )
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{
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// we're adding a new one.
HASH_replace ( & gamevarH , aGameVars [ i ] . szLabel , i ) ;
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g_gameVarCount + + ;
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}
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if ( aGameVars [ i ] . dwFlags & GAMEVAR_PERPLAYER )
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{
if ( ! aGameVars [ i ] . plValues )
aGameVars [ i ] . plValues = Bcalloc ( MAXPLAYERS , sizeof ( intptr_t ) ) ;
for ( j = MAXPLAYERS - 1 ; j > = 0 ; j - - )
aGameVars [ i ] . plValues [ j ] = lValue ;
}
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else if ( aGameVars [ i ] . dwFlags & GAMEVAR_PERACTOR )
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{
if ( ! aGameVars [ i ] . plValues )
aGameVars [ i ] . plValues = Bcalloc ( MAXSPRITES , sizeof ( intptr_t ) ) ;
for ( j = MAXSPRITES - 1 ; j > = 0 ; j - - )
aGameVars [ i ] . plValues [ j ] = lValue ;
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}
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return 1 ;
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}
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void A_ResetGameVars ( 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_PERACTOR ) & & ! ( aGameVars [ i ] . dwFlags & GAMEVAR_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);
aGameVars [ i ] . plValues [ iActor ] = aGameVars [ i ] . lDefault ;
}
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}
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inline static int Gv_GetVarIndex ( const char * szGameLabel )
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{
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return HASH_find ( & gamevarH , szGameLabel ) ;
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}
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int Gv_GetVar ( 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 neg = 0 ;
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if ( id > = g_gameVarCount | | id < 0 )
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{
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if ( id & ( MAXGAMEVARS < < 2 ) )
{
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int index = Gv_GetVar ( * insptr + + , iActor , iPlayer ) ;
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id & = ~ ( MAXGAMEVARS < < 2 ) ;
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if ( id & ( MAXGAMEVARS < < 1 ) ) // negative array access
{
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neg = 1 ;
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id & = ~ ( MAXGAMEVARS < < 1 ) ;
}
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// OSD_Printf("Gv_GetVar(): reading from array\n");
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if ( index > = aGameArrays [ id ] . size | | index < 0 )
{
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OSD_Printf ( CON_ERROR " Gv_GetVar(): invalid array index (%s[%d]) \n " , g_errorLineNum , keyw [ g_tw ] , aGameArrays [ id ] . szLabel , index ) ;
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return - 1 ;
}
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return ( neg ? - aGameArrays [ id ] . plValues [ index ] : aGameArrays [ id ] . plValues [ index ] ) ;
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}
if ( ( id & ( MAXGAMEVARS < < 1 ) ) = = 0 )
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{
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OSD_Printf ( CON_ERROR " Gv_GetVar(): invalid gamevar ID (%d) \n " , g_errorLineNum , keyw [ g_tw ] , id ) ;
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return - 1 ;
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}
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neg = 1 ;
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id & = ~ ( MAXGAMEVARS < < 1 ) ;
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}
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_PERPLAYER )
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{
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// for the current player
if ( iPlayer < 0 | | iPlayer > = MAXPLAYERS )
{
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OSD_Printf ( CON_ERROR " Gv_GetVar(): invalid player ID (%d) \n " , g_errorLineNum , keyw [ g_tw ] , iPlayer ) ;
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return - 1 ;
}
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return ( neg ? - aGameVars [ id ] . plValues [ iPlayer ] : aGameVars [ id ] . plValues [ iPlayer ] ) ;
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}
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_PERACTOR )
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{
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// for the current actor
if ( iActor < 0 | | iActor > = MAXSPRITES )
{
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OSD_Printf ( CON_ERROR " Gv_GetVar(): invalid sprite ID (%d) \n " , g_errorLineNum , keyw [ g_tw ] , iActor ) ;
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return - 1 ;
}
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return ( neg ? - aGameVars [ id ] . plValues [ iActor ] : aGameVars [ id ] . plValues [ iActor ] ) ;
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}
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if ( ! ( aGameVars [ id ] . dwFlags & ( GAMEVAR_INTPTR | GAMEVAR_SHORTPTR | GAMEVAR_CHARPTR ) ) )
return ( neg ? - aGameVars [ id ] . lValue : aGameVars [ id ] . lValue ) ;
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_INTPTR )
return ( neg ? - ( * ( ( int * ) aGameVars [ id ] . lValue ) ) : ( * ( ( int * ) aGameVars [ id ] . lValue ) ) ) ;
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_SHORTPTR )
return ( neg ? - ( * ( ( short * ) aGameVars [ id ] . lValue ) ) : ( * ( ( short * ) aGameVars [ id ] . lValue ) ) ) ;
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_CHARPTR )
return ( neg ? - ( * ( ( char * ) aGameVars [ id ] . lValue ) ) : ( * ( ( char * ) aGameVars [ id ] . lValue ) ) ) ;
OSD_Printf ( CON_ERROR " Gv_GetVar(): unknown variable type (%d) \n " , g_errorLineNum , keyw [ g_tw ] , aGameVars [ id ] . dwFlags ) ;
return - 1 ;
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}
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}
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/*
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void SetGameArrayID ( int id , int index , int lValue )
{
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if ( id < 0 | | id > = g_gameArrayCount | | ! ( ( index < aGameArrays [ id ] . size ) & & ( index > = 0 ) ) )
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{
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OSD_Printf ( CON_ERROR " Gv_SetVar(): tried to set invalid array ID (%d) or index out of bounds from sprite %d (%d), player %d \n " , g_errorLineNum , keyw [ g_tw ] , 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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*/
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void Gv_SetVar ( int id , int lValue , int iActor , int iPlayer )
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{
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if ( id < 0 | | id > = g_gameVarCount )
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{
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OSD_Printf ( CON_ERROR " Gv_SetVar(): tried to set invalid gamevar ID (%d) from sprite %d (%d), player %d \n " , g_errorLineNum , keyw [ g_tw ] , 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);
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_PERPLAYER )
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{
if ( iPlayer < 0 | | iPlayer > MAXPLAYERS - 1 )
{
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OSD_Printf ( CON_ERROR " Gv_SetVar(): invalid player (%d) for per-player gamevar %s from sprite %d, player %d \n " , g_errorLineNum , keyw [ g_tw ] , iPlayer , aGameVars [ id ] . szLabel , g_i , g_p ) ;
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return ;
}
// for the current player
aGameVars [ id ] . plValues [ iPlayer ] = lValue ;
return ;
}
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_PERACTOR )
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{
if ( iActor < 0 | | iActor > MAXSPRITES - 1 )
{
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OSD_Printf ( CON_ERROR " Gv_SetVar(): invalid sprite (%d) for per-actor gamevar %s from sprite %d (%d), player %d \n " , g_errorLineNum , keyw [ g_tw ] , 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 ;
}
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if ( ! ( aGameVars [ id ] . dwFlags & ( GAMEVAR_INTPTR | GAMEVAR_SHORTPTR | GAMEVAR_CHARPTR ) ) )
{
aGameVars [ id ] . lValue = lValue ;
return ;
}
if ( aGameVars [ id ] . dwFlags & GAMEVAR_INTPTR )
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{
// set the value at pointer
* ( ( int * ) aGameVars [ id ] . lValue ) = ( int ) lValue ;
return ;
}
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_SHORTPTR )
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{
// set the value at pointer
* ( ( short * ) aGameVars [ id ] . lValue ) = ( short ) lValue ;
return ;
}
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if ( aGameVars [ id ] . dwFlags & GAMEVAR_CHARPTR )
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{
// set the value at pointer
* ( ( char * ) aGameVars [ id ] . lValue ) = ( char ) lValue ;
return ;
}
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}
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int Gv_GetVarByLabel ( const char * szGameLabel , int lDefault , int iActor , int iPlayer )
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{
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int i = 0 ;
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i = HASH_find ( & gamevarH , szGameLabel ) ;
if ( i < 0 ) return lDefault ;
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return Gv_GetVar ( i , iActor , iPlayer ) ;
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}
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static intptr_t * Gv_GetVarDataPtr ( const char * szGameLabel )
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{
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int i = 0 ;
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i = HASH_find ( & gamevarH , szGameLabel ) ;
if ( i < 0 ) return NULL ;
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if ( aGameVars [ i ] . dwFlags & ( GAMEVAR_PERACTOR | GAMEVAR_PERPLAYER ) )
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{
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if ( ! aGameVars [ i ] . plValues )
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{
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OSD_Printf ( CON_ERROR " Gv_GetVarDataPtr(): INTERNAL ERROR: NULL array !!! \n " , g_errorLineNum , keyw [ g_tw ] ) ;
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}
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return aGameVars [ i ] . plValues ;
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}
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return & ( aGameVars [ i ] . lValue ) ;
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}
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void Gv_ResetSystemDefaults ( void )
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{
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// call many times...
int i , j ;
char aszBuf [ 64 ] ;
//AddLog("ResetWeaponDefaults");
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for ( j = MAXPLAYERS - 1 ; j > = 0 ; j - - )
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{
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for ( i = MAX_WEAPONS - 1 ; i > = 0 ; i - - )
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{
Bsprintf ( aszBuf , " WEAPON%d_CLIP " , i ) ;
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aplWeaponClip [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOAD " , i ) ;
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aplWeaponReload [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FIREDELAY " , i ) ;
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aplWeaponFireDelay [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_TOTALTIME " , i ) ;
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aplWeaponTotalTime [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_HOLDDELAY " , i ) ;
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aplWeaponHoldDelay [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FLAGS " , i ) ;
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aplWeaponFlags [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SHOOTS " , i ) ;
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aplWeaponShoots [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SPAWNTIME " , i ) ;
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aplWeaponSpawnTime [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SPAWN " , i ) ;
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aplWeaponSpawn [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SHOTSPERBURST " , i ) ;
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aplWeaponShotsPerBurst [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_WORKSLIKE " , i ) ;
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aplWeaponWorksLike [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_INITIALSOUND " , i ) ;
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aplWeaponInitialSound [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FIRESOUND " , i ) ;
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aplWeaponFireSound [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SOUND2TIME " , i ) ;
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aplWeaponSound2Time [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SOUND2SOUND " , i ) ;
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aplWeaponSound2Sound [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND1 " , i ) ;
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aplWeaponReloadSound1 [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND2 " , i ) ;
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aplWeaponReloadSound2 [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
Bsprintf ( aszBuf , " WEAPON%d_SELECTSOUND " , i ) ;
aplWeaponSelectSound [ i ] [ j ] = Gv_GetVarByLabel ( aszBuf , 0 , - 1 , j ) ;
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}
}
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g_iReturnVarID = Gv_GetVarIndex ( " RETURN " ) ;
g_iWeaponVarID = Gv_GetVarIndex ( " WEAPON " ) ;
g_iWorksLikeVarID = Gv_GetVarIndex ( " WORKSLIKE " ) ;
g_iZRangeVarID = Gv_GetVarIndex ( " ZRANGE " ) ;
g_iAngRangeVarID = Gv_GetVarIndex ( " ANGRANGE " ) ;
g_iAimAngleVarID = Gv_GetVarIndex ( " AUTOAIMANGLE " ) ;
g_iLoTagID = Gv_GetVarIndex ( " LOTAG " ) ;
g_iHiTagID = Gv_GetVarIndex ( " HITAG " ) ;
g_iTextureID = Gv_GetVarIndex ( " TEXTURE " ) ;
g_iThisActorID = Gv_GetVarIndex ( " THISACTOR " ) ;
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Bmemcpy ( & ProjectileData , & DefaultProjectileData , sizeof ( ProjectileData ) ) ;
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//AddLog("EOF:ResetWeaponDefaults");
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}
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static void Gv_AddSystemVars ( void )
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{
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// only call ONCE
char aszBuf [ 64 ] ;
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//AddLog("Gv_AddSystemVars");
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Bsprintf ( aszBuf , " WEAPON%d_WORKSLIKE " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , KNEE_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_CLIP " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOAD " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FIREDELAY " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 7 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_TOTALTIME " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 14 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_HOLDDELAY " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FLAGS " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , WEAPON_NOVISIBLE | WEAPON_RANDOMRESTART | WEAPON_AUTOMATIC , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SHOOTS " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , KNEE , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SPAWNTIME " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SPAWN " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SHOTSPERBURST " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_INITIALSOUND " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FIRESOUND " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SOUND2TIME " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SOUND2SOUND " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND1 " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , EJECT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND2 " , KNEE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , INSERT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Bsprintf ( aszBuf , " WEAPON%d_SELECTSOUND " , KNEE_WEAPON ) ;
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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/////////////////////////////
Bsprintf ( aszBuf , " WEAPON%d_WORKSLIKE " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , PISTOL_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_CLIP " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , NAM ? 20 : 12 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOAD " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , NAM ? 50 : 27 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FIREDELAY " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 2 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_TOTALTIME " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 5 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_HOLDDELAY " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FLAGS " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , NAM ? WEAPON_HOLSTER_CLEARS_CLIP : 0 | WEAPON_RELOAD_TIMING , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SHOOTS " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , SHOTSPARK1 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SPAWNTIME " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 2 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SPAWN " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , SHELL , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SHOTSPERBURST " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_INITIALSOUND " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FIRESOUND " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , PISTOL_FIRE , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SOUND2TIME " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SOUND2SOUND " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND1 " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , EJECT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND2 " , PISTOL_WEAPON ) ;
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Gv_SetupVar ( aszBuf , INSERT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Bsprintf ( aszBuf , " WEAPON%d_SELECTSOUND " , PISTOL_WEAPON ) ;
Gv_SetupVar ( aszBuf , INSERT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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/////////////////////////////
Bsprintf ( aszBuf , " WEAPON%d_WORKSLIKE " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , SHOTGUN_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_CLIP " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOAD " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 13 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FIREDELAY " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 4 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_TOTALTIME " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 30 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_HOLDDELAY " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FLAGS " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , WEAPON_CHECKATRELOAD , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SHOOTS " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , SHOTGUN , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SPAWNTIME " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 24 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SPAWN " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , SHOTGUNSHELL , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SHOTSPERBURST " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 7 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_INITIALSOUND " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FIRESOUND " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , SHOTGUN_FIRE , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SOUND2TIME " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 15 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SOUND2SOUND " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , SHOTGUN_COCK , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND1 " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , EJECT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND2 " , SHOTGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , INSERT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Bsprintf ( aszBuf , " WEAPON%d_SELECTSOUND " , SHOTGUN_WEAPON ) ;
Gv_SetupVar ( aszBuf , SHOTGUN_COCK , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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/////////////////////////////
Bsprintf ( aszBuf , " WEAPON%d_WORKSLIKE " , CHAINGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , CHAINGUN_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_CLIP " , CHAINGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOAD " , CHAINGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FIREDELAY " , CHAINGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 3 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_TOTALTIME " , CHAINGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 12 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_HOLDDELAY " , CHAINGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 3 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FLAGS " , CHAINGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , WEAPON_AUTOMATIC | WEAPON_FIREEVERYTHIRD | WEAPON_AMMOPERSHOT | WEAPON_SPAWNTYPE3 | WEAPON_RESET , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SHOOTS " , CHAINGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , CHAINGUN , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SPAWNTIME " , CHAINGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 1 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SPAWN " , CHAINGUN_WEAPON ) ;
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Gv_SetupVar ( aszBuf , SHELL , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOTSPERBURST " , CHAINGUN_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_INITIALSOUND " , CHAINGUN_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIRESOUND " , CHAINGUN_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , CHAINGUN_FIRE , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2TIME " , CHAINGUN_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2SOUND " , CHAINGUN_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND1 " , CHAINGUN_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , EJECT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND2 " , CHAINGUN_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , INSERT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Bsprintf ( aszBuf , " WEAPON%d_SELECTSOUND " , CHAINGUN_WEAPON ) ;
Gv_SetupVar ( aszBuf , SELECT_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
/////////////////////////////
Bsprintf ( aszBuf , " WEAPON%d_WORKSLIKE " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , RPG_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_CLIP " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOAD " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIREDELAY " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 4 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_TOTALTIME " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 20 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_HOLDDELAY " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FLAGS " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOOTS " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , RPG , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWNTIME " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWN " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOTSPERBURST " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_INITIALSOUND " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIRESOUND " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2TIME " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2SOUND " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND1 " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , EJECT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND2 " , RPG_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , INSERT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Bsprintf ( aszBuf , " WEAPON%d_SELECTSOUND " , RPG_WEAPON ) ;
Gv_SetupVar ( aszBuf , SELECT_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
/////////////////////////////
Bsprintf ( aszBuf , " WEAPON%d_WORKSLIKE " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , HANDBOMB_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_CLIP " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOAD " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 30 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIREDELAY " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 6 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_TOTALTIME " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 19 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_HOLDDELAY " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 12 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FLAGS " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , WEAPON_THROWIT , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOOTS " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , HEAVYHBOMB , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWNTIME " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWN " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOTSPERBURST " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_INITIALSOUND " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIRESOUND " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2TIME " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2SOUND " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND1 " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , EJECT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND2 " , HANDBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , INSERT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Bsprintf ( aszBuf , " WEAPON%d_SELECTSOUND " , HANDBOMB_WEAPON ) ;
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
/////////////////////////////
Bsprintf ( aszBuf , " WEAPON%d_WORKSLIKE " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , SHRINKER_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_CLIP " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOAD " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIREDELAY " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 10 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_TOTALTIME " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , NAM ? 30 : 12 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_HOLDDELAY " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FLAGS " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , WEAPON_GLOWS , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOOTS " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , SHRINKER , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWNTIME " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWN " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOTSPERBURST " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_INITIALSOUND " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , SHRINKER_FIRE , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIRESOUND " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2TIME " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2SOUND " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND1 " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , EJECT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND2 " , SHRINKER_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , INSERT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Bsprintf ( aszBuf , " WEAPON%d_SELECTSOUND " , SHRINKER_WEAPON ) ;
Gv_SetupVar ( aszBuf , SELECT_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
/////////////////////////////
Bsprintf ( aszBuf , " WEAPON%d_WORKSLIKE " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , DEVISTATOR_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_CLIP " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOAD " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIREDELAY " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 3 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_TOTALTIME " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 6 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_HOLDDELAY " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 5 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FLAGS " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , WEAPON_FIREEVERYOTHER | WEAPON_AMMOPERSHOT , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOOTS " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , RPG , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWNTIME " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWN " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOTSPERBURST " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 2 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_INITIALSOUND " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , CAT_FIRE , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIRESOUND " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2TIME " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2SOUND " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND1 " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , EJECT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND2 " , DEVISTATOR_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , INSERT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Bsprintf ( aszBuf , " WEAPON%d_SELECTSOUND " , DEVISTATOR_WEAPON ) ;
Gv_SetupVar ( aszBuf , SELECT_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
/////////////////////////////
Bsprintf ( aszBuf , " WEAPON%d_WORKSLIKE " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , TRIPBOMB_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_CLIP " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOAD " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 16 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIREDELAY " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 3 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_TOTALTIME " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 16 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_HOLDDELAY " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 7 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FLAGS " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , WEAPON_STANDSTILL | WEAPON_CHECKATRELOAD , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOOTS " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , HANDHOLDINGLASER , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWNTIME " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWN " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOTSPERBURST " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_INITIALSOUND " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIRESOUND " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2TIME " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2SOUND " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND1 " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , EJECT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND2 " , TRIPBOMB_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , INSERT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Bsprintf ( aszBuf , " WEAPON%d_SELECTSOUND " , TRIPBOMB_WEAPON ) ;
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
/////////////////////////////
Bsprintf ( aszBuf , " WEAPON%d_WORKSLIKE " , FREEZE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , FREEZE_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_CLIP " , FREEZE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOAD " , FREEZE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIREDELAY " , FREEZE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 3 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_TOTALTIME " , FREEZE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 5 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_HOLDDELAY " , FREEZE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FLAGS " , FREEZE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , WEAPON_RESET , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOOTS " , FREEZE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , FREEZEBLAST , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWNTIME " , FREEZE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWN " , FREEZE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOTSPERBURST " , FREEZE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_INITIALSOUND " , FREEZE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , CAT_FIRE , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIRESOUND " , FREEZE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , CAT_FIRE , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2TIME " , FREEZE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2SOUND " , FREEZE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND1 " , FREEZE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , EJECT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND2 " , FREEZE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , INSERT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Bsprintf ( aszBuf , " WEAPON%d_SELECTSOUND " , FREEZE_WEAPON ) ;
Gv_SetupVar ( aszBuf , SELECT_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
/////////////////////////////
Bsprintf ( aszBuf , " WEAPON%d_WORKSLIKE " , HANDREMOTE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , HANDREMOTE_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_CLIP " , HANDREMOTE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOAD " , HANDREMOTE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 10 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FIREDELAY " , HANDREMOTE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 2 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_TOTALTIME " , HANDREMOTE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 10 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_HOLDDELAY " , HANDREMOTE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FLAGS " , HANDREMOTE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , WEAPON_BOMB_TRIGGER | WEAPON_NOVISIBLE , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SHOOTS " , HANDREMOTE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWNTIME " , HANDREMOTE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWN " , HANDREMOTE_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOTSPERBURST " , HANDREMOTE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_INITIALSOUND " , HANDREMOTE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIRESOUND " , HANDREMOTE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2TIME " , HANDREMOTE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SOUND2SOUND " , HANDREMOTE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND1 " , HANDREMOTE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , EJECT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND2 " , HANDREMOTE_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , INSERT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Bsprintf ( aszBuf , " WEAPON%d_SELECTSOUND " , HANDREMOTE_WEAPON ) ;
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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///////////////////////////////////////////////////////
Bsprintf ( aszBuf , " WEAPON%d_WORKSLIKE " , GROW_WEAPON ) ;
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Gv_SetupVar ( aszBuf , GROW_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
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Bsprintf ( aszBuf , " WEAPON%d_CLIP " , GROW_WEAPON ) ;
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Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOAD " , GROW_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIREDELAY " , GROW_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 3 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_TOTALTIME " , GROW_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , NAM ? 30 : 5 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_HOLDDELAY " , GROW_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FLAGS " , GROW_WEAPON ) ;
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Gv_SetupVar ( aszBuf , WEAPON_GLOWS , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOOTS " , GROW_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , GROWSPARK , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWNTIME " , GROW_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , NAM ? 2 : 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SPAWN " , GROW_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , NAM ? SHELL : 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SHOTSPERBURST " , GROW_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_INITIALSOUND " , GROW_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_FIRESOUND " , GROW_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , NAM ? 0 : EXPANDERSHOOT , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2TIME " , GROW_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_SOUND2SOUND " , GROW_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND1 " , GROW_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , EJECT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
2008-06-09 23:41:54 +00:00
Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND2 " , GROW_WEAPON ) ;
2008-11-20 14:06:36 +00:00
Gv_SetupVar ( aszBuf , INSERT_CLIP , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Bsprintf ( aszBuf , " WEAPON%d_SELECTSOUND " , GROW_WEAPON ) ;
Gv_SetupVar ( aszBuf , SELECT_WEAPON , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " GRENADE_LIFETIME " , NAM_GRENADE_LIFETIME , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " GRENADE_LIFETIME_VAR " , NAM_GRENADE_LIFETIME_VAR , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " STICKYBOMB_LIFETIME " , NAM_GRENADE_LIFETIME , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " STICKYBOMB_LIFETIME_VAR " , NAM_GRENADE_LIFETIME_VAR , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " TRIPBOMB_CONTROL " , TRIPBOMB_TRIPWIRE , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " PIPEBOMB_CONTROL " , NAM ? PIPEBOMB_TIMER : PIPEBOMB_REMOTE , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " RESPAWN_MONSTERS " , ( intptr_t ) & ud . respawn_monsters , GAMEVAR_SYSTEM | GAMEVAR_INTPTR ) ;
Gv_SetupVar ( " RESPAWN_ITEMS " , ( intptr_t ) & ud . respawn_items , GAMEVAR_SYSTEM | GAMEVAR_INTPTR ) ;
Gv_SetupVar ( " RESPAWN_INVENTORY " , ( intptr_t ) & ud . respawn_inventory , GAMEVAR_SYSTEM | GAMEVAR_INTPTR ) ;
Gv_SetupVar ( " MONSTERS_OFF " , ( intptr_t ) & ud . monsters_off , GAMEVAR_SYSTEM | GAMEVAR_INTPTR ) ;
Gv_SetupVar ( " MARKER " , ( intptr_t ) & ud . marker , GAMEVAR_SYSTEM | GAMEVAR_INTPTR ) ;
Gv_SetupVar ( " FFIRE " , ( intptr_t ) & ud . ffire , GAMEVAR_SYSTEM | GAMEVAR_INTPTR ) ;
Gv_SetupVar ( " LEVEL " , ( intptr_t ) & ud . level_number , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY ) ;
Gv_SetupVar ( " VOLUME " , ( intptr_t ) & ud . volume_number , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY ) ;
Gv_SetupVar ( " COOP " , ( intptr_t ) & ud . coop , GAMEVAR_SYSTEM | GAMEVAR_INTPTR ) ;
Gv_SetupVar ( " MULTIMODE " , ( intptr_t ) & ud . multimode , GAMEVAR_SYSTEM | GAMEVAR_INTPTR ) ;
Gv_SetupVar ( " WEAPON " , 0 , GAMEVAR_PERPLAYER | GAMEVAR_READONLY | GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " WORKSLIKE " , 0 , GAMEVAR_PERPLAYER | GAMEVAR_READONLY | GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " RETURN " , 0 , GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " ZRANGE " , 4 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " ANGRANGE " , 18 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " AUTOAIMANGLE " , 0 , GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " LOTAG " , 0 , GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " HITAG " , 0 , GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " TEXTURE " , 0 , GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " THISACTOR " , 0 , GAMEVAR_READONLY | GAMEVAR_SYSTEM ) ;
Gv_SetupVar ( " myconnectindex " , ( intptr_t ) & myconnectindex , GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " screenpeek " , ( intptr_t ) & screenpeek , GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " currentweapon " , ( intptr_t ) & g_currentweapon , GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " gs " , ( intptr_t ) & g_gs , GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " looking_arc " , ( intptr_t ) & g_looking_arc , GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " gun_pos " , ( intptr_t ) & g_gun_pos , GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " weapon_xoffset " , ( intptr_t ) & g_weapon_xoffset , GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " weaponcount " , ( intptr_t ) & g_kb , GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " looking_angSR1 " , ( intptr_t ) & g_looking_angSR1 , GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " xdim " , ( intptr_t ) & xdim , GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " ydim " , ( intptr_t ) & ydim , GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " windowx1 " , ( intptr_t ) & windowx1 , GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " windowx2 " , ( intptr_t ) & windowx2 , GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " windowy1 " , ( intptr_t ) & windowy1 , GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " windowy2 " , ( intptr_t ) & windowy2 , GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " totalclock " , ( intptr_t ) & totalclock , GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " lastvisinc " , ( intptr_t ) & lastvisinc , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " numsectors " , ( intptr_t ) & numsectors , GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY ) ;
Gv_SetupVar ( " current_menu " , ( intptr_t ) & g_currentMenu , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY ) ;
Gv_SetupVar ( " numplayers " , ( intptr_t ) & numplayers , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY ) ;
Gv_SetupVar ( " viewingrange " , ( intptr_t ) & viewingrange , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " yxaspect " , ( intptr_t ) & yxaspect , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY | GAMEVAR_SYNCCHECK ) ;
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Gv_SetupVar ( " gravitationalconstant " , ( intptr_t ) & g_spriteGravity , GAMEVAR_SYSTEM | GAMEVAR_INTPTR ) ;
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Gv_SetupVar ( " gametype_flags " , ( intptr_t ) & GametypeFlags [ ud . coop ] , GAMEVAR_SYSTEM | GAMEVAR_INTPTR ) ;
Gv_SetupVar ( " framerate " , ( intptr_t ) & g_currentFrameRate , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_READONLY | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " CLIPMASK0 " , CLIPMASK0 , GAMEVAR_SYSTEM | GAMEVAR_READONLY ) ;
Gv_SetupVar ( " CLIPMASK1 " , CLIPMASK1 , GAMEVAR_SYSTEM | GAMEVAR_READONLY ) ;
Gv_SetupVar ( " camerax " , ( intptr_t ) & ud . camerax , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " cameray " , ( intptr_t ) & ud . cameray , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " cameraz " , ( intptr_t ) & ud . cameraz , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " cameraang " , ( intptr_t ) & ud . cameraang , GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " camerahoriz " , ( intptr_t ) & ud . camerahoriz , GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " camerasect " , ( intptr_t ) & ud . camerasect , GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " cameradist " , ( intptr_t ) & g_cameraDistance , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " cameraclock " , ( intptr_t ) & g_cameraClock , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " myx " , ( intptr_t ) & myx , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " myy " , ( intptr_t ) & myy , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " myz " , ( intptr_t ) & myz , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " omyx " , ( intptr_t ) & omyx , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " omyy " , ( intptr_t ) & omyy , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " omyz " , ( intptr_t ) & omyz , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " myxvel " , ( intptr_t ) & myxvel , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " myyvel " , ( intptr_t ) & myyvel , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " myzvel " , ( intptr_t ) & myzvel , GAMEVAR_SYSTEM | GAMEVAR_INTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " myhoriz " , ( intptr_t ) & myhoriz , GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " myhorizoff " , ( intptr_t ) & myhorizoff , GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " omyhoriz " , ( intptr_t ) & omyhoriz , GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " omyhorizoff " , ( intptr_t ) & omyhorizoff , GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " myang " , ( intptr_t ) & myang , GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " omyang " , ( intptr_t ) & omyang , GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " mycursectnum " , ( intptr_t ) & mycursectnum , GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " myjumpingcounter " , ( intptr_t ) & myjumpingcounter , GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " myjumpingtoggle " , ( intptr_t ) & myjumpingtoggle , GAMEVAR_SYSTEM | GAMEVAR_CHARPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " myonground " , ( intptr_t ) & myonground , GAMEVAR_SYSTEM | GAMEVAR_CHARPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " myhardlanding " , ( intptr_t ) & myhardlanding , GAMEVAR_SYSTEM | GAMEVAR_CHARPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " myreturntocenter " , ( intptr_t ) & myreturntocenter , GAMEVAR_SYSTEM | GAMEVAR_CHARPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " display_mirror " , ( intptr_t ) & display_mirror , GAMEVAR_SYSTEM | GAMEVAR_CHARPTR | GAMEVAR_SYNCCHECK ) ;
Gv_SetupVar ( " randomseed " , ( intptr_t ) & randomseed , GAMEVAR_SYSTEM | GAMEVAR_INTPTR ) ;
Gv_SetupVar ( " NUMWALLS " , ( intptr_t ) & numwalls , GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY ) ;
Gv_SetupVar ( " NUMSECTORS " , ( intptr_t ) & numsectors , GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR | GAMEVAR_READONLY ) ;
Gv_SetupVar ( " lastsavepos " , ( intptr_t ) & g_lastSaveSlot , GAMEVAR_SYSTEM | GAMEVAR_INTPTR ) ;
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}
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void Gv_Init ( void )
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{
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// only call ONCE
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// initprintf("Initializing game variables\n");
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//AddLog("Gv_Init");
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Gv_Clear ( ) ;
Gv_AddSystemVars ( ) ;
Gv_InitWeaponPointers ( ) ;
Gv_ResetSystemDefaults ( ) ;
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}
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void Gv_InitWeaponPointers ( void )
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{
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int i ;
char aszBuf [ 64 ] ;
// called from game Init AND when level is loaded...
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//AddLog("Gv_InitWeaponPointers");
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for ( i = ( MAX_WEAPONS - 1 ) ; i > = 0 ; i - - )
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{
Bsprintf ( aszBuf , " WEAPON%d_CLIP " , i ) ;
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aplWeaponClip [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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if ( ! aplWeaponClip [ i ] )
{
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initprintf ( " ERROR: NULL weapon! WTF?! \n " ) ;
// exit(0);
G_Shutdown ( ) ;
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}
Bsprintf ( aszBuf , " WEAPON%d_RELOAD " , i ) ;
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aplWeaponReload [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FIREDELAY " , i ) ;
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aplWeaponFireDelay [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_TOTALTIME " , i ) ;
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aplWeaponTotalTime [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_HOLDDELAY " , i ) ;
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aplWeaponHoldDelay [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FLAGS " , i ) ;
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aplWeaponFlags [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SHOOTS " , i ) ;
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aplWeaponShoots [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SPAWNTIME " , i ) ;
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aplWeaponSpawnTime [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SPAWN " , i ) ;
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aplWeaponSpawn [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SHOTSPERBURST " , i ) ;
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aplWeaponShotsPerBurst [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_WORKSLIKE " , i ) ;
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aplWeaponWorksLike [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_INITIALSOUND " , i ) ;
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aplWeaponInitialSound [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_FIRESOUND " , i ) ;
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aplWeaponFireSound [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SOUND2TIME " , i ) ;
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aplWeaponSound2Time [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_SOUND2SOUND " , i ) ;
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aplWeaponSound2Sound [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND1 " , i ) ;
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aplWeaponReloadSound1 [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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Bsprintf ( aszBuf , " WEAPON%d_RELOADSOUND2 " , i ) ;
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aplWeaponReloadSound2 [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
Bsprintf ( aszBuf , " WEAPON%d_SELECTSOUND " , i ) ;
aplWeaponSelectSound [ i ] = Gv_GetVarDataPtr ( aszBuf ) ;
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}
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}
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void Gv_RefreshPointers ( void )
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{
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aGameVars [ Gv_GetVarIndex ( " RESPAWN_MONSTERS " ) ] . lValue = ( intptr_t ) & ud . respawn_monsters ;
aGameVars [ Gv_GetVarIndex ( " RESPAWN_ITEMS " ) ] . lValue = ( intptr_t ) & ud . respawn_items ;
aGameVars [ Gv_GetVarIndex ( " RESPAWN_INVENTORY " ) ] . lValue = ( intptr_t ) & ud . respawn_inventory ;
aGameVars [ Gv_GetVarIndex ( " MONSTERS_OFF " ) ] . lValue = ( intptr_t ) & ud . monsters_off ;
aGameVars [ Gv_GetVarIndex ( " MARKER " ) ] . lValue = ( intptr_t ) & ud . marker ;
aGameVars [ Gv_GetVarIndex ( " FFIRE " ) ] . lValue = ( intptr_t ) & ud . ffire ;
aGameVars [ Gv_GetVarIndex ( " LEVEL " ) ] . lValue = ( intptr_t ) & ud . level_number ;
aGameVars [ Gv_GetVarIndex ( " VOLUME " ) ] . lValue = ( intptr_t ) & ud . volume_number ;
aGameVars [ Gv_GetVarIndex ( " COOP " ) ] . lValue = ( intptr_t ) & ud . coop ;
aGameVars [ Gv_GetVarIndex ( " MULTIMODE " ) ] . lValue = ( intptr_t ) & ud . multimode ;
aGameVars [ Gv_GetVarIndex ( " myconnectindex " ) ] . lValue = ( intptr_t ) & myconnectindex ;
aGameVars [ Gv_GetVarIndex ( " screenpeek " ) ] . lValue = ( intptr_t ) & screenpeek ;
aGameVars [ Gv_GetVarIndex ( " currentweapon " ) ] . lValue = ( intptr_t ) & g_currentweapon ;
aGameVars [ Gv_GetVarIndex ( " gs " ) ] . lValue = ( intptr_t ) & g_gs ;
aGameVars [ Gv_GetVarIndex ( " looking_arc " ) ] . lValue = ( intptr_t ) & g_looking_arc ;
aGameVars [ Gv_GetVarIndex ( " gun_pos " ) ] . lValue = ( intptr_t ) & g_gun_pos ;
aGameVars [ Gv_GetVarIndex ( " weapon_xoffset " ) ] . lValue = ( intptr_t ) & g_weapon_xoffset ;
aGameVars [ Gv_GetVarIndex ( " weaponcount " ) ] . lValue = ( intptr_t ) & g_kb ;
aGameVars [ Gv_GetVarIndex ( " looking_angSR1 " ) ] . lValue = ( intptr_t ) & g_looking_angSR1 ;
aGameVars [ Gv_GetVarIndex ( " xdim " ) ] . lValue = ( intptr_t ) & xdim ;
aGameVars [ Gv_GetVarIndex ( " ydim " ) ] . lValue = ( intptr_t ) & ydim ;
aGameVars [ Gv_GetVarIndex ( " windowx1 " ) ] . lValue = ( intptr_t ) & windowx1 ;
aGameVars [ Gv_GetVarIndex ( " windowx2 " ) ] . lValue = ( intptr_t ) & windowx2 ;
aGameVars [ Gv_GetVarIndex ( " windowy1 " ) ] . lValue = ( intptr_t ) & windowy1 ;
aGameVars [ Gv_GetVarIndex ( " windowy2 " ) ] . lValue = ( intptr_t ) & windowy2 ;
aGameVars [ Gv_GetVarIndex ( " totalclock " ) ] . lValue = ( intptr_t ) & totalclock ;
aGameVars [ Gv_GetVarIndex ( " lastvisinc " ) ] . lValue = ( intptr_t ) & lastvisinc ;
aGameVars [ Gv_GetVarIndex ( " numsectors " ) ] . lValue = ( intptr_t ) & numsectors ;
aGameVars [ Gv_GetVarIndex ( " numplayers " ) ] . lValue = ( intptr_t ) & numplayers ;
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aGameVars [ Gv_GetVarIndex ( " cenu " ) ] . lValue = ( intptr_t ) & g_currentMenu ;
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aGameVars [ Gv_GetVarIndex ( " viewingrange " ) ] . lValue = ( intptr_t ) & viewingrange ;
aGameVars [ Gv_GetVarIndex ( " yxaspect " ) ] . lValue = ( intptr_t ) & yxaspect ;
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aGameVars [ Gv_GetVarIndex ( " gravitationalconstant " ) ] . lValue = ( intptr_t ) & g_spriteGravity ;
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aGameVars [ Gv_GetVarIndex ( " gametypeflags " ) ] . lValue = ( intptr_t ) & GametypeFlags [ ud . coop ] ;
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aGameVars [ Gv_GetVarIndex ( " framerate " ) ] . lValue = ( intptr_t ) & g_currentFrameRate ;
aGameVars [ Gv_GetVarIndex ( " camerax " ) ] . lValue = ( intptr_t ) & ud . camerax ;
aGameVars [ Gv_GetVarIndex ( " cameray " ) ] . lValue = ( intptr_t ) & ud . cameray ;
aGameVars [ Gv_GetVarIndex ( " cameraz " ) ] . lValue = ( intptr_t ) & ud . cameraz ;
aGameVars [ Gv_GetVarIndex ( " cameraang " ) ] . lValue = ( intptr_t ) & ud . cameraang ;
aGameVars [ Gv_GetVarIndex ( " camerahoriz " ) ] . lValue = ( intptr_t ) & ud . camerahoriz ;
aGameVars [ Gv_GetVarIndex ( " camerasect " ) ] . lValue = ( intptr_t ) & ud . camerasect ;
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aGameVars [ Gv_GetVarIndex ( " cameradist " ) ] . lValue = ( intptr_t ) & g_cameraDistance ;
aGameVars [ Gv_GetVarIndex ( " cameraclock " ) ] . lValue = ( intptr_t ) & g_cameraClock ;
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aGameVars [ Gv_GetVarIndex ( " myx " ) ] . lValue = ( intptr_t ) & myx ;
aGameVars [ Gv_GetVarIndex ( " myy " ) ] . lValue = ( intptr_t ) & myy ;
aGameVars [ Gv_GetVarIndex ( " myz " ) ] . lValue = ( intptr_t ) & myz ;
aGameVars [ Gv_GetVarIndex ( " omyx " ) ] . lValue = ( intptr_t ) & omyx ;
aGameVars [ Gv_GetVarIndex ( " omyy " ) ] . lValue = ( intptr_t ) & omyy ;
aGameVars [ Gv_GetVarIndex ( " omyz " ) ] . lValue = ( intptr_t ) & omyz ;
aGameVars [ Gv_GetVarIndex ( " myxvel " ) ] . lValue = ( intptr_t ) & myxvel ;
aGameVars [ Gv_GetVarIndex ( " myyvel " ) ] . lValue = ( intptr_t ) & myyvel ;
aGameVars [ Gv_GetVarIndex ( " myzvel " ) ] . lValue = ( intptr_t ) & myzvel ;
aGameVars [ Gv_GetVarIndex ( " myhoriz " ) ] . lValue = ( intptr_t ) & myhoriz ;
aGameVars [ Gv_GetVarIndex ( " myhorizoff " ) ] . lValue = ( intptr_t ) & myhorizoff ;
aGameVars [ Gv_GetVarIndex ( " omyhoriz " ) ] . lValue = ( intptr_t ) & omyhoriz ;
aGameVars [ Gv_GetVarIndex ( " omyhorizoff " ) ] . lValue = ( intptr_t ) & omyhorizoff ;
aGameVars [ Gv_GetVarIndex ( " myang " ) ] . lValue = ( intptr_t ) & myang ;
aGameVars [ Gv_GetVarIndex ( " omyang " ) ] . lValue = ( intptr_t ) & omyang ;
aGameVars [ Gv_GetVarIndex ( " mycursectnum " ) ] . lValue = ( intptr_t ) & mycursectnum ;
aGameVars [ Gv_GetVarIndex ( " myjumpingcounter " ) ] . lValue = ( intptr_t ) & myjumpingcounter ;
aGameVars [ Gv_GetVarIndex ( " myjumpingtoggle " ) ] . lValue = ( intptr_t ) & myjumpingtoggle ;
aGameVars [ Gv_GetVarIndex ( " myonground " ) ] . lValue = ( intptr_t ) & myonground ;
aGameVars [ Gv_GetVarIndex ( " myhardlanding " ) ] . lValue = ( intptr_t ) & myhardlanding ;
aGameVars [ Gv_GetVarIndex ( " myreturntocenter " ) ] . lValue = ( intptr_t ) & myreturntocenter ;
aGameVars [ Gv_GetVarIndex ( " display_mirror " ) ] . lValue = ( intptr_t ) & display_mirror ;
aGameVars [ Gv_GetVarIndex ( " randomseed " ) ] . lValue = ( intptr_t ) & randomseed ;
aGameVars [ Gv_GetVarIndex ( " NUMWALLS " ) ] . lValue = ( intptr_t ) & numwalls ;
aGameVars [ Gv_GetVarIndex ( " NUMSECTORS " ) ] . lValue = ( intptr_t ) & numsectors ;
aGameVars [ Gv_GetVarIndex ( " lastsavepos " ) ] . lValue = ( intptr_t ) & g_lastSaveSlot ;
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}