diff --git a/polymer/eduke32/source/duke3d.h b/polymer/eduke32/source/duke3d.h index 50f0bce7b..d8b019d82 100644 --- a/polymer/eduke32/source/duke3d.h +++ b/polymer/eduke32/source/duke3d.h @@ -803,10 +803,10 @@ enum gamevarflags { GAMEVAR_FLAG_NODEFAULT = 1024, // don't reset on actor spawn GAMEVAR_FLAG_SYSTEM = 2048, // cannot change mode flags...(only default value) GAMEVAR_FLAG_READONLY = 4096, // values are read-only (no setvar allowed) - GAMEVAR_FLAG_PLONG = 8192, // plValue is a pointer to a long + GAMEVAR_FLAG_INTPTR = 8192, // plValue is a pointer to an int GAMEVAR_FLAG_SYNCCHECK = 16384, // check event sync when translating - GAMEVAR_FLAG_PSHORT = 32768, // plValue is a pointer to a short - GAMEVAR_FLAG_PCHAR = 65536 // plValue is a pointer to a char + GAMEVAR_FLAG_SHORTPTR = 32768, // plValue is a pointer to a short + GAMEVAR_FLAG_CHARPTR = 65536 // plValue is a pointer to a char }; typedef struct { diff --git a/polymer/eduke32/source/gamevars.c b/polymer/eduke32/source/gamevars.c index 5c2167d97..ba9e33194 100755 --- a/polymer/eduke32/source/gamevars.c +++ b/polymer/eduke32/source/gamevars.c @@ -238,11 +238,11 @@ void DumpGameVars(FILE *fp) { fprintf(fp,"gamevar %s ",aGameVars[i].szLabel); - if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PLONG)) + if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_INTPTR)) fprintf(fp,"%d",*((int*)aGameVars[i].lValue)); - else if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PSHORT)) + else if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_SHORTPTR)) fprintf(fp,"%d",*((short*)aGameVars[i].lValue)); - else if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PCHAR)) + else if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_CHARPTR)) fprintf(fp,"%d",*((char*)aGameVars[i].lValue)); else fprintf(fp,"%d",aGameVars[i].lValue); @@ -255,7 +255,7 @@ void DumpGameVars(FILE *fp) fprintf(fp," // "); if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_SYSTEM)) fprintf(fp," (system)"); - if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PLONG|GAMEVAR_FLAG_PSHORT|GAMEVAR_FLAG_PCHAR)) + if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_INTPTR|GAMEVAR_FLAG_SHORTPTR|GAMEVAR_FLAG_CHARPTR)) fprintf(fp," (pointer)"); if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_READONLY)) fprintf(fp," (read only)"); @@ -304,7 +304,7 @@ int AddGameVar(const char *pszLabel, int lValue, unsigned int dwFlags) if (Bstrcmp(pszLabel,aGameVars[i].szLabel) == 0) { // found it... - if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PLONG|GAMEVAR_FLAG_PSHORT|GAMEVAR_FLAG_PCHAR)) + if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_INTPTR|GAMEVAR_FLAG_SHORTPTR|GAMEVAR_FLAG_CHARPTR)) { // warning++; // initprintf("%s:%d: warning: Internal gamevar '%s' cannot be redefined.\n",compilefile,line_number,label+(labelcnt<<6)); @@ -470,19 +470,19 @@ int GetGameVarID(int id, int iActor, int iPlayer) return (aGameVars[id].lValue); } - if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PLONG) + if (aGameVars[id].dwFlags & GAMEVAR_FLAG_INTPTR) { if (inv) return(-(*((int*)aGameVars[id].lValue))); return(*((int*)aGameVars[id].lValue)); } - if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PSHORT) + if (aGameVars[id].dwFlags & GAMEVAR_FLAG_SHORTPTR) { if (inv) return(-(*((short*)aGameVars[id].lValue))); return(*((short*)aGameVars[id].lValue)); } - if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PCHAR) + if (aGameVars[id].dwFlags & GAMEVAR_FLAG_CHARPTR) { if (inv) return(-(*((char*)aGameVars[id].lValue))); return(*((char*)aGameVars[id].lValue)); @@ -525,21 +525,21 @@ void SetGameVarID(int id, int lValue, int iActor, int iPlayer) return; } - if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PLONG) + if (aGameVars[id].dwFlags & GAMEVAR_FLAG_INTPTR) { // set the value at pointer *((int*)aGameVars[id].lValue)=lValue; return; } - if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PSHORT) + if (aGameVars[id].dwFlags & GAMEVAR_FLAG_SHORTPTR) { // set the value at pointer *((short*)aGameVars[id].lValue)=(short)lValue; return; } - if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PCHAR) + if (aGameVars[id].dwFlags & GAMEVAR_FLAG_CHARPTR) { // set the value at pointer *((char*)aGameVars[id].lValue)=(char)lValue; @@ -1108,17 +1108,17 @@ static void AddSystemVars() AddGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); AddGameVar("PIPEBOMB_CONTROL", NAM?PIPEBOMB_TIMER:PIPEBOMB_REMOTE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); - AddGameVar("RESPAWN_MONSTERS", (int)&ud.respawn_monsters,GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); - AddGameVar("RESPAWN_ITEMS",(int)&ud.respawn_items, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); - AddGameVar("RESPAWN_INVENTORY",(int)&ud.respawn_inventory, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); - AddGameVar("MONSTERS_OFF",(int)&ud.monsters_off, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); - AddGameVar("MARKER",(int)&ud.marker, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); - AddGameVar("FFIRE",(int)&ud.ffire, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); - AddGameVar("LEVEL",(int)&ud.level_number, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_READONLY); - AddGameVar("VOLUME",(int)&ud.volume_number, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_READONLY); + AddGameVar("RESPAWN_MONSTERS", (int)&ud.respawn_monsters,GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR); + AddGameVar("RESPAWN_ITEMS",(int)&ud.respawn_items, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR); + AddGameVar("RESPAWN_INVENTORY",(int)&ud.respawn_inventory, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR); + AddGameVar("MONSTERS_OFF",(int)&ud.monsters_off, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR); + AddGameVar("MARKER",(int)&ud.marker, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR); + AddGameVar("FFIRE",(int)&ud.ffire, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR); + AddGameVar("LEVEL",(int)&ud.level_number, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_READONLY); + AddGameVar("VOLUME",(int)&ud.volume_number, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_READONLY); - AddGameVar("COOP",(int)&ud.coop, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); - AddGameVar("MULTIMODE",(int)&ud.multimode, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); + AddGameVar("COOP",(int)&ud.coop, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR); + AddGameVar("MULTIMODE",(int)&ud.multimode, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR); AddGameVar("WEAPON", 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM); AddGameVar("WORKSLIKE", 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM); @@ -1130,66 +1130,68 @@ static void AddSystemVars() AddGameVar("HITAG", 0, GAMEVAR_FLAG_SYSTEM); AddGameVar("TEXTURE", 0, GAMEVAR_FLAG_SYSTEM); AddGameVar("THISACTOR", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM); - AddGameVar("myconnectindex", (int)&myconnectindex, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("screenpeek", (int)&screenpeek, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("currentweapon",(int)&g_currentweapon, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("gs",(int)&g_gs, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("looking_arc",(int)&g_looking_arc, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("gun_pos",(int)&g_gun_pos, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("weapon_xoffset",(int)&g_weapon_xoffset, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("weaponcount",(int)&g_kb, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("looking_angSR1",(int)&g_looking_angSR1, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("xdim",(int)&xdim, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("ydim",(int)&ydim, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("windowx1",(int)&windowx1, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("windowx2",(int)&windowx2, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("windowy1",(int)&windowy1, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("windowy2",(int)&windowy2, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("totalclock",(int)&totalclock, GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("lastvisinc",(int)&lastvisinc, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("numsectors",(int)&numsectors, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_READONLY); - AddGameVar("numplayers",(int)&numplayers, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_READONLY); - AddGameVar("viewingrange",(int)&viewingrange, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("yxaspect",(int)&yxaspect, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("gravitationalconstant",(int)&gc, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); - AddGameVar("gametype_flags",(int)&gametype_flags[ud.coop], GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); - AddGameVar("framerate",(int)&framerate, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myconnectindex", (int)&myconnectindex, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("screenpeek", (int)&screenpeek, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("currentweapon",(int)&g_currentweapon, GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("gs",(int)&g_gs, GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("looking_arc",(int)&g_looking_arc, GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("gun_pos",(int)&g_gun_pos, GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("weapon_xoffset",(int)&g_weapon_xoffset, GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("weaponcount",(int)&g_kb, GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("looking_angSR1",(int)&g_looking_angSR1, GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("xdim",(int)&xdim, GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("ydim",(int)&ydim, GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("windowx1",(int)&windowx1, GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("windowx2",(int)&windowx2, GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("windowy1",(int)&windowy1, GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("windowy2",(int)&windowy2, GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("totalclock",(int)&totalclock, GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("lastvisinc",(int)&lastvisinc, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("numsectors",(int)&numsectors, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_READONLY); + AddGameVar("numplayers",(int)&numplayers, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_READONLY); + AddGameVar("viewingrange",(int)&viewingrange, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("yxaspect",(int)&yxaspect, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("gravitationalconstant",(int)&gc, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR); + AddGameVar("gametype_flags",(int)&gametype_flags[ud.coop], GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR); + AddGameVar("framerate",(int)&framerate, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYNCCHECK); AddGameVar("CLIPMASK0", CLIPMASK0, GAMEVAR_FLAG_SYSTEM|GAMEVAR_FLAG_READONLY); AddGameVar("CLIPMASK1", CLIPMASK1, GAMEVAR_FLAG_SYSTEM|GAMEVAR_FLAG_READONLY); - AddGameVar("camerax",(int)&ud.camerax, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("cameray",(int)&ud.cameray, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("cameraz",(int)&ud.cameraz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("cameraang",(int)&ud.cameraang, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("camerahoriz",(int)&ud.camerahoriz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("camerasect",(int)&ud.camerasect, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("camerax",(int)&ud.camerax, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("cameray",(int)&ud.cameray, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("cameraz",(int)&ud.cameraz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("cameraang",(int)&ud.cameraang, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("camerahoriz",(int)&ud.camerahoriz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("camerasect",(int)&ud.camerasect, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("cameradist",(int)&cameradist, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("cameraclock",(int)&cameraclock, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("myx",(int)&myx, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("myy",(int)&myy, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("myz",(int)&myz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("omyx",(int)&omyx, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("omyy",(int)&omyy, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("omyz",(int)&omyz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("myxvel",(int)&myxvel, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("myyvel",(int)&myyvel, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("myzvel",(int)&myzvel, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myx",(int)&myx, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myy",(int)&myy, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myz",(int)&myz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("omyx",(int)&omyx, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("omyy",(int)&omyy, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("omyz",(int)&omyz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myxvel",(int)&myxvel, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myyvel",(int)&myyvel, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myzvel",(int)&myzvel, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("myhoriz",(int)&myhoriz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("myhorizoff",(int)&myhorizoff, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("omyhoriz",(int)&omyhoriz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("omyhorizoff",(int)&omyhorizoff, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("myang",(int)&myang, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("omyang",(int)&omyang, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("mycursectnum",(int)&mycursectnum, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("myjumpingcounter",(int)&myjumpingcounter, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PSHORT | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myhoriz",(int)&myhoriz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myhorizoff",(int)&myhorizoff, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("omyhoriz",(int)&omyhoriz, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("omyhorizoff",(int)&omyhorizoff, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myang",(int)&myang, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("omyang",(int)&omyang, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("mycursectnum",(int)&mycursectnum, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myjumpingcounter",(int)&myjumpingcounter, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_SHORTPTR | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("myjumpingtoggle",(int)&myjumpingtoggle, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PCHAR | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("myonground",(int)&myonground, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PCHAR | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("myhardlanding",(int)&myhardlanding, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PCHAR | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("myreturntocenter",(int)&myreturntocenter, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PCHAR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myjumpingtoggle",(int)&myjumpingtoggle, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_CHARPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myonground",(int)&myonground, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_CHARPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myhardlanding",(int)&myhardlanding, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_CHARPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("myreturntocenter",(int)&myreturntocenter, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_CHARPTR | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("display_mirror",(int)&display_mirror, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PCHAR | GAMEVAR_FLAG_SYNCCHECK); - AddGameVar("randomseed",(int)&randomseed, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); + AddGameVar("display_mirror",(int)&display_mirror, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_CHARPTR | GAMEVAR_FLAG_SYNCCHECK); + AddGameVar("randomseed",(int)&randomseed, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_INTPTR); } void InitGameVars(void) @@ -1302,6 +1304,8 @@ static void ResetPointerVars(void) aGameVars[GetGameID("cameraang")].lValue = (int)&ud.cameraang; aGameVars[GetGameID("camerahoriz")].lValue = (int)&ud.camerahoriz; aGameVars[GetGameID("camerasect")].lValue = (int)&ud.camerasect; + aGameVars[GetGameID("cameradist")].lValue = (int)&cameradist; + aGameVars[GetGameID("cameraclock")].lValue = (int)&cameraclock; aGameVars[GetGameID("myx")].lValue = (int)&myx; aGameVars[GetGameID("myy")].lValue = (int)&myy;