mirror of
https://github.com/ZDoom/raze-gles.git
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Update repo to 1.4.0 beta 2
git-svn-id: https://svn.eduke32.com/eduke32@222 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
d395f8050d
commit
9fc68fcc0a
12 changed files with 699 additions and 740 deletions
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@ -1,12 +1,12 @@
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# GNU Makefile to prepare source and binary distributions.
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# GNU Makefile to prepare source and binary distributions.
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# make -f MakeDistributions [source|binary]
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# make -f MakeDistributions [source|binary]
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SOURCEFILES=build.cfg buildlic.txt ChangeLog game.cfg LICENSE \
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SOURCEFILES=buildlic.txt ChangeLog LICENSE \
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Makefile Makefile.deps Makefile.shared Makefile.msvc Makefile.watcom \
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Makefile Makefile.deps Makefile.shared Makefile.msvc Makefile.watcom \
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MakeDistributions makegnu.bat makemsc.bat makew.bat NAMES.H README
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MakeDistributions makegnu.bat makemsc.bat makew.bat NAMES.H README
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BINARYFILES=build.cfg build.exe buildlic.txt ChangeLog fmod.dll \
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BINARYFILES=build.exe buildlic.txt ChangeLog fmod.dll \
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game.cfg game.exe LICENSE NAMES.H neatsong.ogg README
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game.exe LICENSE NAMES.H neatsong.ogg README
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BINARYCHECKS=checkfmoddll checkneatsongogg
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BINARYCHECKS=checkfmoddll checkneatsongogg
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@ -29,7 +29,8 @@ source:
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find . -name "*.rej" -exec rm -rf '{}' ';';
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find . -name "*.rej" -exec rm -rf '{}' ';';
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find . -name "*.mine" -exec rm -rf '{}' ';';
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find . -name "*.mine" -exec rm -rf '{}' ';';
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find . -name "*.c.r*" -exec rm -rf '{}' ';';
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find . -name "*.c.r*" -exec rm -rf '{}' ';';
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cp -R src rsrc include devcpp osx $(sourcedir)
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find . -name "*.h.r*" -exec rm -rf '{}' ';';
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cp -R src rsrc include devcpp watcomhax testgame $(sourcedir)
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find $(sourcedir) | grep -i svn | xargs rm -rf
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find $(sourcedir) | grep -i svn | xargs rm -rf
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rm -f $(sourcedir)/src/tmp/*
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rm -f $(sourcedir)/src/tmp/*
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touch $(sourcedir)/src/tmp/keep.me
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touch $(sourcedir)/src/tmp/keep.me
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@ -1,6 +1,7 @@
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=EDuke32 ChangeLog=
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=EDuke32 ChangeLog=
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==1.4.0 beta 2=
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==1.4.0 beta 2=
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- Core: reworked/enhanced Polymost shading
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- Core: cleaned up code to properly build without Polymost/OpenGL support
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- Core: cleaned up code to properly build without Polymost/OpenGL support
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- Core: added widescreen support for Polymost
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- Core: added widescreen support for Polymost
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- Core: added support for toggling correct HUD model rendering on/off
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- Core: added support for toggling correct HUD model rendering on/off
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@ -29,6 +30,7 @@
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- CON: added WEAPON_FLAG_RESET (65536) to weapon system in order to properly emulate the chaingun and freezer
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- CON: added WEAPON_FLAG_RESET (65536) to weapon system in order to properly emulate the chaingun and freezer
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- CON: fixed "eshoot" and added "ezshoot"
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- CON: fixed "eshoot" and added "ezshoot"
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- CON: reworked weapon system; note that your custom weapons may need adjustments to work again
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- CON: reworked weapon system; note that your custom weapons may need adjustments to work again
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- CON: updated sample enhance.con
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==1.4.0 beta 1=
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==1.4.0 beta 1=
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- Core: added support for defining dummy tiles in the def files to eliminate the need for placeholders for hightile art
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- Core: added support for defining dummy tiles in the def files to eliminate the need for placeholders for hightile art
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@ -53,105 +53,48 @@
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<body>
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<body>
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<h1>ChangeLog for EDuke32</h1>
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<h1>ChangeLog for EDuke32</h1>
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<p>1.4.0 beta 1, released May 11, 2006</p>
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<p>1.4.0 beta 2, released July 18, 2006</p>
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<h2>Core changes</h2>
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<h2>Core changes</h2>
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<ul>
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<ul>
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<li>added support for defining dummy tiles in the def files to eliminate the need for placeholders for hightile art</li>
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<li>reworked/enhanced Polymost shading</li>
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<li>added a temporary projection hack to reduce HOM at the top and bottom of the screen</li>
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<li>cleaned up code to properly build without Polymost/OpenGL support</li>
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<li>fixed P2P multiplayer with more than two players</li>
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<li>added widescreen support for Polymost</li>
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<li>fixed a nasty memory corruption issue with screen tinting that resulted in crashes in the classic renderer</li>
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<li>added support for toggling correct HUD model rendering on/off</li>
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<li>fixed a palette issue with the in-game textured 2D map in Polymost</li>
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<li>removed broken support for linking OpenGL statically</li>
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<li>fixed a mouse input bug in winlayer that resulted in loss of input precision</li>
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<li>added support for DDS textures (JF)</li>
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<li>modified the def loader to perform two passes; one to load GRPs early in game startup, and one to do the rest later on</li>
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<li>added support for dynamically loading GTK (JF)</li>
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<li>tweaks to caching system to leave more memory available for hightile art</li>
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<li>proper alpha sorting on md3 models</li>
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<li>removed usegoodalpha in favor of an alternate sprite sorting algorithm (note: rendering glitches may occur)</li>
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<li>attempt to correct display perspective in order to properly display HUD models</li>
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<li>netcode packet rate now 26 (was 40)</li>
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<li>don't use 100% CPU when waiting for players to join a multiplayer game</li>
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<li>reduce mouse wheel input lock time to 25ms (was 100ms)</li>
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</ul>
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</ul>
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<h2>Game changes</h2>
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<h2>Game changes</h2>
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<ul>
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<ul>
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<li>completely reworked mouse sensitivity and added an input filter slider</li>
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<li>new startup window (JF)</li>
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<li>changed the weapon switching to be less restrictive in order to assist weapon changes via mouse wheel</li>
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<li>added support for using the mouse and a joystick simultaneously (JF)</li>
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<li>added support for alt+enter to switch between fullscreen and windowed mode</li>
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<li>fixed an issue preventing skill selection, bonus screen and episode ending animation sounds from playing</li>
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<li>added an option to disable demo playback cameras</li>
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<li>fixed a problem where the player was unable to exit some pools of water in some maps</li>
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<li>added support for scaling the crosshair to 1/2 or 1/4 normal size</li>
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<li>made further adjustments to the weapon properties in order to more closely emulate Duke 1.5</li>
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<li>added an option to enable autoaim only for hitscan weapons (bullets)</li>
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<li>fixed an issue where you could disable map exits in multiplayer, have all players quit, start a single player game and then have exits continue to kill you</li>
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<li>changed the default video mode to 1024x768x32 and added several fallback choices</li>
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<li>reworked the quicksave and quickload functions such as to not prompt the player on use</li>
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<li>set the default controls to WSAD + mouse aiming</li>
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<li>restore the pause key behavior from Duke 1.5 wherein the "GAME PAUSED" message isn't displayed when shift is pressed while pausing</li>
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<li>fixed an infinite loop and a palette corruption bug regarding the video setup menu and switching to the classic renderer</li>
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<li>fixed an issue where the automap would scroll itself and/or jitter when the game was paused while moving</li>
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<li>fixed pistol timing to more closely match Duke 1.5</li>
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<li>fixed long-standing quick kick animation bug</li>
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<li>fixed kick attack speed to more closely match Duke 1.5</li>
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<li>fixed an issue with shift+F5 not allowing selection of music defined for episode 5 and up</li>
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<li>changed the default menu background to something more pleasing</li>
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<li>restructured the option menus to make more sense</li>
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<li>expanded the "HUD weapon" menu option to allow displaying a weapon's pickup sprite instead of the HUD art</li>
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</ul>
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</ul>
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<h2>Multiplayer changes</h2>
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<h2>Multiplayer changes</h2>
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<ul>
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<ul>
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<li>Duke Talk menu option can now be set to "all" to hear enemy pain sounds</li>
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<li>fixed numerous minor bugs in the voting system</li>
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<li>added an option to disable nuke button exits in deathmatch</li>
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<li>added a more noticeable message to indicate that the player hasn't voted yet in an active vote</li>
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<li>greatly improved the text chat by increasing the text buffer size and by implementing basic line wrapping</li>
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<li>added support for /me in text chat</li>
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<li>added a voting system for map changes along with a menu option to automatically vote yes or no</li>
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<li>increased size of player chat icon</li>
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<li>added an icon above the heads of other players for when they're chatting or using the menu</li>
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<li>added "nat-free" support from Adam Fazakerley</li>
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<li>added an option to automatically send messages to all players rather than prompting</li>
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<li>fixed inventory respawn bug</li>
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<li>added an option to display the name of the opponent you're currently aiming at</li>
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<li>minor fixes to DukesterX 1.5 compatibility wrapper</li>
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<li>added a player setup menu to configure player name, color, macros, and weapon/aiming options mid-game</li>
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<li>added support for Rancidmeat network configuration files via -rmnet command line parameter</li>
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<li>detect and correct internal vs external IP address issues when using Rancidmeat configuration files</li>
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<li>added dummy duke3d_w32.exe to facilitate EDuke32 multiplayer via DukesterX 1.5</li>
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<li>added support for in-game selection and loading of different user maps</li>
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<li>added support for various player death messages which can be redefined in the CONs</li>
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<li>added support for Quake-style color codes in player names and text chat (code format is ^<palette>)</li>
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<li>limit player name to 10 characters (not counting color codes)</li>
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<li>fixed issue where multiple players trying to step on the same shrunken enemy would kill the game</li>
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<li>fixed issue where briefly tapping the jump key would produce a lag effect during the resulting jump</li>
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<li>fixed issue where using the jetpack + steroids would produce a lag effect in P2P mode</li>
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<li>fixed several out-of-sync issues</li>
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<li>fixed a long-standing bug wherein a player death could be counted as both a death and a suicide</li>
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<li>fixed screen resizing issue when typing - and = in chat</li>
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</ul>
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</ul>
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<h2>CON changes</h2>
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<h2>CON changes</h2>
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<ul>
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<ul>
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<li>added "save" command to allow the creation of automatic checkpoints</li>
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<li>reworked movement_lock member of the player struct to use bit flags</li>
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<li>added "cansee" and "canseespr" commands to easily determine whether two sprites or sets of coordinates have visibility</li>
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<li>reworked findnearactor3d, findnearactor3dvar, findnearsprite3d, and findnearsprite3dvar</li>
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<li>added "definegamefuncname" command to change the key names used in the configuration file and in the control setup menus</li>
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<li>added findnearactorz, findnearactorzvar, findnearspritez, and findnearspritezvar</li>
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<li>added additional safety checks to get/setuserdef/player/sector/sprite/wall/input</li>
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<li>added WEAPON_FLAG_RESET (65536) to weapon system in order to properly emulate the chaingun and freezer</li>
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<li>added support for Quake-style color codes in quotes (code format is ^<palette>)</li>
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<li>fixed "eshoot" and added "ezshoot"</li>
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<li>added extra timing checks to the weapon system; note that weapons with strange TOTALTIME and FIREDELAY values may no longer fire</li>
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<li>reworked weapon system; note that your custom weapons may need adjustments to work again</li>
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<li>save quotes, dynamic-to-static tile remapping information, extended sprite flags and sprite caching info to savegames</li>
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<li>updated sample enhance.con</li>
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<li>reworked the quote system to use dynamically allocated memory and doubled the length of each individual quote</li>
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<li>fixed a savegame issue where some gamevar values may not have been restored properly and added more sanity checks to savegame loading</li>
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<li>fixed an issue with FRAMEEFFECT1 sprites ending up with the wrong tspr->picnum</li>
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<li>fixed a potential issue where custom projectiles that hit a player wouldn't knock the player back</li>
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<li>fixed a bug in the findnearactor3d command and further sped up findnearactor3d and findnearsprite3d</li>
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<li>fixed an issue where tab characters in CON files could screw up label names</li>
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<li>fixed a crash that occurred when hitscan type custom projectiles with trails were fired at a wall from a distance of 0</li>
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<li>removed the RENDERSIZE attribute for weapons</li>
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<li>made slight optimizations to various commands</li>
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</ul>
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</ul>
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<h2>Console changes</h2>
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<ul>
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<li>added the following cvars: "crosshair", "cl_autoaim", "cl_automsg", "cl_autovote", "cl_democams", "cl_drawweapon", "cl_idplayers", "cl_messagetime", "cl_mousefilter", "cl_showcoords", "cl_showfps", "cl_smoothinput", "cl_statusbarmode", "cl_statusbarscale", "cl_weaponswitch" and "r_precache"</li>
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<li>added "addpath" command to add a new directory to the game's virtual filesystem pool</li>
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</ul>
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<h2>Mapster32 changes</h2>
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<ul>
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<li>better smoothing of mouse input when using 3D mode mouselook</li>
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<li>add ' F key combo to replace nonexistent tiles with tile 0</li>
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</ul>
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<p><br />Please see JonoF's JFDuke3D release notes <a href="http://www.jonof.id.au/modsuppt/jfduke3d/releasenotes.html">here</a> for information on features JFDuke3D shares with EDuke32</p>
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<p><br />Please see JonoF's JFDuke3D release notes <a href="http://www.jonof.id.au/modsuppt/jfduke3d/releasenotes.html">here</a> for information on features JFDuke3D shares with EDuke32</p>
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<address>Richard "TerminX" Gobeille (<a href="mailto:terminx@gmail.com">terminx@gmail.com</a>)</address>
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<address>Richard "TerminX" Gobeille (<a href="mailto:terminx@gmail.com">terminx@gmail.com</a>)</address>
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# GNU Makefile to prepare source and binary distributions.
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# GNU Makefile to prepare source and binary distributions.
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# make -f MakeDistributions [source|binary]
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# make -f MakeDistributions [source|binary]
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SOURCEFILES=build.cfg GNU.TXT \
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SOURCEFILES=GNU.TXT \
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Makefile Makefile.deps Makefile.msvc Makefile.watcom MakeDistributions \
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Makefile Makefile.deps Makefile.msvc Makefile.watcom MakeDistributions \
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makemsc.bat makew.bat ChangeLog.html duke3d.def.sample \
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makemsc.bat makew.bat ChangeLog.html duke3d.def.sample \
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SEHELP.HLP STHELP.HLP ChangeLog enhance.con.sample
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SEHELP.HLP STHELP.HLP ChangeLog enhance.con.sample
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BINARYFILES=build.cfg mapster32.exe eduke32.exe GNU.TXT \
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BINARYFILES=mapster32.exe eduke32.exe GNU.TXT \
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ChangeLog.html setup.exe duke3d.def.sample SEHELP.HLP STHELP.HLP \
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ChangeLog.html setup.exe duke3d.def.sample SEHELP.HLP STHELP.HLP \
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ChangeLog enhance.con.sample duke3d_w32.exe
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ChangeLog enhance.con.sample duke3d_w32.exe
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find . -name "*.rej" -exec rm -rf '{}' ';';
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find . -name "*.rej" -exec rm -rf '{}' ';';
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find . -name "*.mine" -exec rm -rf '{}' ';';
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find . -name "*.mine" -exec rm -rf '{}' ';';
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find . -name "*.c.r*" -exec rm -rf '{}' ';';
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find . -name "*.c.r*" -exec rm -rf '{}' ';';
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cp -R source rsrc $(sourcedir)
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find . -name "*.h.r*" -exec rm -rf '{}' ';';
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cp -R source rsrc watcomhax $(sourcedir)
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find $(sourcedir) | grep -i svn | xargs rm -rf
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find $(sourcedir) | grep -i svn | xargs rm -rf
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kzip -r $(sourcedir).zip $(sourcedir)
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kzip -r $(sourcedir).zip $(sourcedir)
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@ -26,7 +26,7 @@ o=o
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ifneq (0,$(RELEASE))
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ifneq (0,$(RELEASE))
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# debugging disabled
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# debugging disabled
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debug=-fomit-frame-pointer -O1
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debug=-fomit-frame-pointer -O2
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else
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else
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# debugging enabled
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# debugging enabled
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debug=-ggdb -O0
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debug=-ggdb -O0
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@ -86,7 +86,11 @@ enum events {
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EVENT_GETMENUTILE,
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EVENT_GETMENUTILE,
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EVENT_SPAWN,
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EVENT_SPAWN,
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EVENT_LOGO,
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EVENT_LOGO,
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EVENT_EGS
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EVENT_EGS,
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EVENT_DOFIRE,
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EVENT_PRESSEDFIRE,
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EVENT_USE,
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EVENT_PROCESSINPUT
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};
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};
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*/
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*/
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@ -148,6 +152,8 @@ enum projectilelabels {
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// 4096 Spawn Type 2 (Shotgun shells)
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// 4096 Spawn Type 2 (Shotgun shells)
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// 8192 Spawn Type 3 (CHAINGUN shells)
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// 8192 Spawn Type 3 (CHAINGUN shells)
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// 16384 Semi-automatic
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// 16384 Semi-automatic
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// 32768 Pistol reload sound hack
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// 65536 Cycle kickback_pic back to 1 if fire is held down, else set to 0
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// TRIPBOMB_CONTROL
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// TRIPBOMB_CONTROL
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// 1 Tripwire. Trip Bomb works with tripwire.
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// 1 Tripwire. Trip Bomb works with tripwire.
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@ -163,7 +169,7 @@ gamevar WEAPON0_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_FIREDELAY 7 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_FIREDELAY 7 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_TOTALTIME 14 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_TOTALTIME 14 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_FLAGS 288 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_FLAGS 292 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_SHOOTS 2521 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_SHOOTS 2521 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
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@ -172,15 +178,16 @@ gamevar WEAPON0_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER
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gamevar WEAPON0_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
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||||||
|
gamevar WEAPON0_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
|
||||||
gamevar WEAPON1_WORKSLIKE 1 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON1_WORKSLIKE 1 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON1_CLIP 12 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON1_CLIP 12 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON1_RELOAD 27 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON1_RELOAD 27 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON1_FIREDELAY 2 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON1_FIREDELAY 2 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON1_TOTALTIME 6 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON1_TOTALTIME 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON1_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON1_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON1_FLAGS 4 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON1_FLAGS 32768 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON1_SHOOTS 2595 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON1_SHOOTS 2595 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON1_SPAWNTIME 2 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON1_SPAWNTIME 2 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON1_SPAWN 2533 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON1_SPAWN 2533 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
@ -189,13 +196,14 @@ gamevar WEAPON1_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON1_FIRESOUND 3 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON1_FIRESOUND 3 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON1_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON1_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON1_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON1_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON1_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON1_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
gamevar WEAPON1_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
|
||||||
gamevar WEAPON2_WORKSLIKE 2 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON2_WORKSLIKE 2 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON2_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON2_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON2_RELOAD 13 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON2_RELOAD 13 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON2_FIREDELAY 4 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON2_FIREDELAY 4 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON2_TOTALTIME 31 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON2_TOTALTIME 30 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON2_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON2_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON2_FLAGS 1024 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON2_FLAGS 1024 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON2_SHOOTS 2613 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON2_SHOOTS 2613 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
@ -206,15 +214,16 @@ gamevar WEAPON2_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON2_FIRESOUND 109 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON2_FIRESOUND 109 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON2_SOUND2TIME 15 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON2_SOUND2TIME 15 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON2_SOUND2SOUND 169 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON2_SOUND2SOUND 169 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON2_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON2_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
gamevar WEAPON2_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
|
||||||
gamevar WEAPON3_WORKSLIKE 3 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON3_WORKSLIKE 3 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON3_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON3_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON3_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON3_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON3_FIREDELAY 4 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON3_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON3_TOTALTIME 10 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON3_TOTALTIME 12 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON3_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON3_HOLDDELAY 3 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON3_FLAGS 8276 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON3_FLAGS 73812 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON3_SHOOTS 2536 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON3_SHOOTS 2536 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON3_SPAWNTIME 1 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON3_SPAWNTIME 1 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON3_SPAWN 2533 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON3_SPAWN 2533 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
@ -223,7 +232,8 @@ gamevar WEAPON3_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON3_FIRESOUND 6 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON3_FIRESOUND 6 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON3_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON3_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON3_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON3_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON3_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON3_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
gamevar WEAPON3_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
|
||||||
gamevar WEAPON4_WORKSLIKE 4 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON4_WORKSLIKE 4 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON4_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON4_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
@ -240,7 +250,8 @@ gamevar WEAPON4_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON4_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON4_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON4_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON4_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON4_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON4_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON4_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON4_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
gamevar WEAPON4_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
|
||||||
gamevar WEAPON5_WORKSLIKE 5 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON5_WORKSLIKE 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON5_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON5_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
@ -257,7 +268,8 @@ gamevar WEAPON5_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON5_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON5_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON5_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON5_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON5_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON5_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON5_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON5_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
gamevar WEAPON5_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
|
||||||
gamevar WEAPON6_WORKSLIKE 6 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON6_WORKSLIKE 6 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON6_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON6_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
@ -274,13 +286,14 @@ gamevar WEAPON6_INITIALSOUND 11 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON6_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON6_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON6_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON6_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON6_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON6_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON6_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON6_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
gamevar WEAPON6_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
|
||||||
gamevar WEAPON7_WORKSLIKE 7 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON7_WORKSLIKE 7 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON7_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON7_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON7_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON7_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON7_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON7_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON7_TOTALTIME 5 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON7_TOTALTIME 6 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON7_HOLDDELAY 5 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON7_HOLDDELAY 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON7_FLAGS 72 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON7_FLAGS 72 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON7_SHOOTS 2605 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON7_SHOOTS 2605 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
@ -291,13 +304,14 @@ gamevar WEAPON7_INITIALSOUND 10 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON7_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON7_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON7_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON7_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON7_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON7_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON7_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON7_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
gamevar WEAPON7_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
|
||||||
gamevar WEAPON8_WORKSLIKE 8 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON8_WORKSLIKE 8 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON8_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON8_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON8_RELOAD 16 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON8_RELOAD 16 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON8_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON8_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON8_TOTALTIME 40 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON8_TOTALTIME 16 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON8_HOLDDELAY 7 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON8_HOLDDELAY 7 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON8_FLAGS 3072 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON8_FLAGS 3072 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON8_SHOOTS 2563 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON8_SHOOTS 2563 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
@ -308,15 +322,16 @@ gamevar WEAPON8_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON8_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON8_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON8_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON8_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON8_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON8_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON8_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON8_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
gamevar WEAPON8_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
|
||||||
gamevar WEAPON9_WORKSLIKE 9 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON9_WORKSLIKE 9 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON9_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON9_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON9_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON9_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON9_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON9_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON9_TOTALTIME 8 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON9_TOTALTIME 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON9_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON9_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON9_FLAGS 20 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON9_FLAGS 65536 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON9_SHOOTS 1641 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON9_SHOOTS 1641 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON9_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON9_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON9_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON9_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
@ -325,7 +340,8 @@ gamevar WEAPON9_INITIALSOUND 10 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON9_FIRESOUND 10 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON9_FIRESOUND 10 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON9_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON9_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON9_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON9_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON9_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON9_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
gamevar WEAPON9_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
|
||||||
gamevar WEAPON10_WORKSLIKE 10 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON10_WORKSLIKE 10 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON10_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON10_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
@ -342,12 +358,13 @@ gamevar WEAPON10_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON10_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON10_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON10_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON10_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON10_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON10_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON10_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON10_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
gamevar WEAPON10_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
|
||||||
gamevar WEAPON11_WORKSLIKE 11 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON11_WORKSLIKE 11 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON11_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON11_CLIP 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON11_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON11_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON11_FIREDELAY 2 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON11_FIREDELAY 4 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON11_TOTALTIME 5 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON11_TOTALTIME 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON11_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON11_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON11_FLAGS 2 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON11_FLAGS 2 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
@ -359,11 +376,14 @@ gamevar WEAPON11_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON11_FIRESOUND 388 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON11_FIRESOUND 388 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON11_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON11_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON11_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON11_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar WEAPON11_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER
|
gamevar WEAPON11_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
gamevar WEAPON11_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
|
||||||
gamevar GRENADE_LIFETIME 120 GAMEVAR_FLAG_PERPLAYER
|
gamevar GRENADE_LIFETIME 120 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar GRENADE_LIFETIME_VAR 30 GAMEVAR_FLAG_PERPLAYER
|
gamevar GRENADE_LIFETIME_VAR 30 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
|
||||||
gamevar STICKYBOMB_LIFETIME 120 GAMEVAR_FLAG_PERPLAYER
|
gamevar STICKYBOMB_LIFETIME 120 GAMEVAR_FLAG_PERPLAYER
|
||||||
gamevar STICKYBOMB_LIFETIME_VAR 30 GAMEVAR_FLAG_PERPLAYER
|
gamevar STICKYBOMB_LIFETIME_VAR 30 GAMEVAR_FLAG_PERPLAYER
|
||||||
|
|
||||||
gamevar TRIPBOMB_CONTROL 1 GAMEVAR_FLAG_PERPLAYER // set value to 2 for timed bomb
|
gamevar TRIPBOMB_CONTROL 1 GAMEVAR_FLAG_PERPLAYER // set value to 2 for timed bomb
|
||||||
gamevar PIPEBOMB_CONTROL 1 GAMEVAR_FLAG_PERPLAYER // set value to 2 for grenade behavior
|
gamevar PIPEBOMB_CONTROL 1 GAMEVAR_FLAG_PERPLAYER // set value to 2 for grenade behavior
|
||||||
|
|
|
@ -2,7 +2,7 @@
|
||||||
|
|
||||||
; HM NIS Edit Wizard helper defines
|
; HM NIS Edit Wizard helper defines
|
||||||
!define PRODUCT_NAME "EDuke32"
|
!define PRODUCT_NAME "EDuke32"
|
||||||
!define PRODUCT_VERSION "1.4.0 beta 1"
|
!define PRODUCT_VERSION "1.4.0 beta 2"
|
||||||
!define PRODUCT_PUBLISHER "EDuke32 Team"
|
!define PRODUCT_PUBLISHER "EDuke32 Team"
|
||||||
!define PRODUCT_WEB_SITE "http://www.eduke32.com"
|
!define PRODUCT_WEB_SITE "http://www.eduke32.com"
|
||||||
!define PRODUCT_DIR_REGKEY "Software\Microsoft\Windows\CurrentVersion\App Paths\${PRODUCT_NAME}"
|
!define PRODUCT_DIR_REGKEY "Software\Microsoft\Windows\CurrentVersion\App Paths\${PRODUCT_NAME}"
|
||||||
|
@ -83,7 +83,6 @@ SectionEnd
|
||||||
Section "Level editor" SEC_EDITOR
|
Section "Level editor" SEC_EDITOR
|
||||||
SetOutPath "$INSTDIR"
|
SetOutPath "$INSTDIR"
|
||||||
SetOverwrite ifnewer
|
SetOverwrite ifnewer
|
||||||
File "..\build.cfg"
|
|
||||||
File "..\mapster32.exe"
|
File "..\mapster32.exe"
|
||||||
CreateDirectory "$SMPROGRAMS\$ICONS_GROUP"
|
CreateDirectory "$SMPROGRAMS\$ICONS_GROUP"
|
||||||
CreateShortCut "$SMPROGRAMS\$ICONS_GROUP\Mapster32.lnk" "$INSTDIR\mapster32.exe"
|
CreateShortCut "$SMPROGRAMS\$ICONS_GROUP\Mapster32.lnk" "$INSTDIR\mapster32.exe"
|
||||||
|
@ -147,7 +146,6 @@ Section Uninstall
|
||||||
Delete "$INSTDIR\duke3d.def.sample"
|
Delete "$INSTDIR\duke3d.def.sample"
|
||||||
Delete "$INSTDIR\enhance.con.sample"
|
Delete "$INSTDIR\enhance.con.sample"
|
||||||
Delete "$INSTDIR\mapster32.exe"
|
Delete "$INSTDIR\mapster32.exe"
|
||||||
Delete "$INSTDIR\build.cfg"
|
|
||||||
Delete "$INSTDIR\setup.exe"
|
Delete "$INSTDIR\setup.exe"
|
||||||
Delete "$INSTDIR\ChangeLog.html"
|
Delete "$INSTDIR\ChangeLog.html"
|
||||||
Delete "$INSTDIR\ChangeLog"
|
Delete "$INSTDIR\ChangeLog"
|
||||||
|
|
|
@ -227,7 +227,7 @@ void CONFIG_SetDefaults( void )
|
||||||
SoundToggle = 1;
|
SoundToggle = 1;
|
||||||
ud.automsg = 0;
|
ud.automsg = 0;
|
||||||
ud.autovote = 0;
|
ud.autovote = 0;
|
||||||
ud.brightness = 16;
|
ud.brightness = 8;
|
||||||
ud.color = 0;
|
ud.color = 0;
|
||||||
ud.crosshair = 2;
|
ud.crosshair = 2;
|
||||||
ud.democams = 1;
|
ud.democams = 1;
|
||||||
|
|
|
@ -44,7 +44,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||||
|
|
||||||
#include "util_lib.h"
|
#include "util_lib.h"
|
||||||
|
|
||||||
#define VERSION " 1.4.0svn"
|
#define VERSION " 1.4.0 beta 2"
|
||||||
|
|
||||||
#define HEAD "EDuke32"VERSION" (shareware mode)"
|
#define HEAD "EDuke32"VERSION" (shareware mode)"
|
||||||
#define HEAD2 "EDuke32"VERSION
|
#define HEAD2 "EDuke32"VERSION
|
||||||
|
|
|
@ -263,6 +263,12 @@ void AudioUpdate(void)
|
||||||
if (chans[i].chan) jfaud->FreeSound(chans[i].chan);
|
if (chans[i].chan) jfaud->FreeSound(chans[i].chan);
|
||||||
chans[i].chan = NULL;
|
chans[i].chan = NULL;
|
||||||
chans[i].done = false;
|
chans[i].done = false;
|
||||||
|
|
||||||
|
if (chans[i].owner >= 0 &&
|
||||||
|
sprite[chans[i].owner].picnum == MUSICANDSFX &&
|
||||||
|
sector[sprite[chans[i].owner].sectnum].lotag < 3 &&
|
||||||
|
sprite[chans[i].owner].lotag < 999)
|
||||||
|
hittype[chans[i].owner].temp_data[0] = 0;
|
||||||
}
|
}
|
||||||
jfaud->Update(false); // don't age the cache here
|
jfaud->Update(false); // don't age the cache here
|
||||||
}
|
}
|
||||||
|
@ -589,10 +595,7 @@ void pan3dsound(void)
|
||||||
if (PN != MUSICANDSFX && !cansee(cx,cy,cz-(24<<8),cs,sx,sy,sz-(24<<8),SECT) )
|
if (PN != MUSICANDSFX && !cansee(cx,cy,cz-(24<<8),cs,sx,sy,sz-(24<<8),SECT) )
|
||||||
gain *= OCCLUDEDFACTOR;
|
gain *= OCCLUDEDFACTOR;
|
||||||
|
|
||||||
if(PN == MUSICANDSFX && SLT < 999) {
|
if(PN == MUSICANDSFX && SLT < 999) rolloff = 1.0;
|
||||||
numenvsnds++;
|
|
||||||
rolloff = 1.0;
|
|
||||||
}
|
|
||||||
if( soundm[ chans[j].soundnum ]&SOUNDM_GLOBAL ) global = 1;
|
if( soundm[ chans[j].soundnum ]&SOUNDM_GLOBAL ) global = 1;
|
||||||
|
|
||||||
switch(chans[j].soundnum) {
|
switch(chans[j].soundnum) {
|
||||||
|
@ -647,13 +650,8 @@ void FX_SetReverbDelay( int delay )
|
||||||
|
|
||||||
int FX_VoiceAvailable( int priority )
|
int FX_VoiceAvailable( int priority )
|
||||||
{
|
{
|
||||||
int j;
|
|
||||||
|
|
||||||
if (!jfaud) return 0;
|
if (!jfaud) return 0;
|
||||||
for (j=NumVoices-1;j>=0;j--) {
|
return 1;
|
||||||
if (!chans[j].chan || !jfaud->IsValidSound(chans[j].chan)) return 1;
|
|
||||||
}
|
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
int FX_PlayVOC3D( char *ptr, int pitchoffset, int angle, int distance,
|
int FX_PlayVOC3D( char *ptr, int pitchoffset, int angle, int distance,
|
||||||
|
|
|
@ -34,11 +34,9 @@ short callsound(short sn,short whatsprite)
|
||||||
haltsoundhack = 0;
|
haltsoundhack = 0;
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
// initprintf("begin callsound(%d,%d)\n",sn,whatsprite);
|
|
||||||
i = headspritesect[sn];
|
i = headspritesect[sn];
|
||||||
while(i >= 0)
|
while(i >= 0)
|
||||||
{
|
{
|
||||||
// initprintf("callsound(%d,%d) i=%d T1-6=%d,%d,%d,%d,%d,%d PN=%d SLT=%d SHT=%d\n",sn,whatsprite,i,T1,T2,T3,T4,T5,T6,PN,SLT,SHT);
|
|
||||||
if( PN == MUSICANDSFX && SLT < 1000 )
|
if( PN == MUSICANDSFX && SLT < 1000 )
|
||||||
{
|
{
|
||||||
if(whatsprite == -1) whatsprite = i;
|
if(whatsprite == -1) whatsprite = i;
|
||||||
|
@ -67,12 +65,10 @@ short callsound(short sn,short whatsprite)
|
||||||
T6 = whatsprite;
|
T6 = whatsprite;
|
||||||
T1 = 0;
|
T1 = 0;
|
||||||
}
|
}
|
||||||
// initprintf("end callsound(%d,%d)\n",sn,whatsprite);
|
|
||||||
return SLT;
|
return SLT;
|
||||||
}
|
}
|
||||||
i = nextspritesect[i];
|
i = nextspritesect[i];
|
||||||
}
|
}
|
||||||
// initprintf("end callsound(%d,%d) -1\n",sn,whatsprite);
|
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue