mirror of
https://github.com/ZDoom/raze-gles.git
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cc73a2d7c6
git-svn-id: https://svn.eduke32.com/eduke32@1155 1a8010ca-5511-0410-912e-c29ae57300e0
1520 lines
70 KiB
C
1520 lines
70 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2004, 2007 - EDuke32 developers
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This file is part of EDuke32
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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#include "duke3d.h"
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#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);
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extern void G_FreeMapState(int mapnum);
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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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{
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if (aGameVars[i].plValues)
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Bfree(aGameVars[i].plValues);
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aGameVars[i].plValues=NULL;
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aGameVars[i].bReset=1;
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if (i >= MAXGAMEARRAYS)
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continue;
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if (aGameArrays[i].plValues)
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Bfree(aGameArrays[i].plValues);
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aGameArrays[i].plValues=NULL;
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aGameArrays[i].bReset=1;
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}
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g_gameVarCount=g_gameArrayCount=0;
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HASH_init(&gamevarH);
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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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{
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aGameVars[i].lValue=0;
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if (aGameVars[i].szLabel)
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Bfree(aGameVars[i].szLabel);
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aGameVars[i].szLabel=NULL;
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aGameVars[i].dwFlags=0;
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if (aGameVars[i].plValues)
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Bfree(aGameVars[i].plValues);
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aGameVars[i].plValues=NULL;
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aGameVars[i].bReset=1;
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if (i >= MAXGAMEARRAYS)
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continue;
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if (aGameArrays[i].szLabel)
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Bfree(aGameArrays[i].szLabel);
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aGameArrays[i].szLabel=NULL;
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if (aGameArrays[i].plValues)
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Bfree(aGameArrays[i].plValues);
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aGameArrays[i].plValues=NULL;
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aGameArrays[i].bReset=1;
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}
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g_gameVarCount=g_gameArrayCount=0;
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HASH_init(&gamevarH);
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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];
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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__);
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// AddLog(g_szBuf);
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if (kdfread(&g_gameVarCount,sizeof(g_gameVarCount),1,fil) != 1) goto corrupt;
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for (i=0;i<g_gameVarCount;i++)
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{
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if (kdfread(&(aGameVars[i]),sizeof(gamevar_t),1,fil) != 1) goto corrupt;
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aGameVars[i].szLabel=Bcalloc(MAXVARLABEL,sizeof(char));
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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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}
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// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
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// 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
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// else nothing 'extra...'
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aGameVars[i].plValues=NULL;
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}
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// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
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// AddLog(g_szBuf);
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Gv_InitWeaponPointers();
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// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
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// 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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{
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//Bsprintf(g_szBuf,"Reading value array for %s (%d)",aGameVars[i].szLabel,sizeof(int) * MAXPLAYERS);
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//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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{
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//Bsprintf(g_szBuf,"Reading value array for %s (%d)",aGameVars[i].szLabel,sizeof(int) * MAXSPRITES);
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//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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}
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// else nothing 'extra...'
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}
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Gv_RefreshPointers();
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if (kdfread(&g_gameArrayCount,sizeof(g_gameArrayCount),1,fil) != 1) goto corrupt;
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for (i=0;i<g_gameArrayCount;i++)
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{
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if (kdfread(&(aGameArrays[i]),sizeof(gamearray_t),1,fil) != 1) goto corrupt;
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aGameArrays[i].szLabel=Bcalloc(MAXARRAYLABEL,sizeof(char));
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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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}
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// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
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// 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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}
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// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
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// AddLog(g_szBuf);
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for (i=0;i<g_gameArrayCount;i++)
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{
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//Bsprintf(g_szBuf,"Reading value array for %s (%d)",aGameVars[i].szLabel,sizeof(int) * MAXPLAYERS);
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//AddLog(g_szBuf);
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if (kdfread(aGameArrays[i].plValues,sizeof(intptr_t) * aGameArrays[i].size, 1, fil) < 1) goto corrupt;
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}
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// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
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// AddLog(g_szBuf);
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if (kdfread(apScriptGameEvent,sizeof(apScriptGameEvent),1,fil) != 1) goto corrupt;
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for (i=0;i<MAXGAMEEVENTS;i++)
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if (apScriptGameEvent[i])
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{
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l = (intptr_t)apScriptGameEvent[i]+(intptr_t)&script[0];
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apScriptGameEvent[i] = (intptr_t *)l;
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}
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// Bsprintf(g_szBuf,"CP:%s %d",__FILE__,__LINE__);
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// AddLog(g_szBuf);
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if (kdfread(&savedstate[0],sizeof(savedstate),1,fil) != 1) goto corrupt;
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for (i=0;i<(MAXVOLUMES*MAXLEVELS);i++)
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{
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if (savedstate[i])
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{
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if (MapInfo[i].savedstate == NULL)
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MapInfo[i].savedstate = Bcalloc(1,sizeof(mapstate_t));
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if (kdfread(MapInfo[i].savedstate,sizeof(mapstate_t),1,fil) != sizeof(mapstate_t)) goto corrupt;
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for (j=0;j<g_gameVarCount;j++)
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{
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if (aGameVars[j].dwFlags & GAMEVAR_NORESET) continue;
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if (aGameVars[j].dwFlags & GAMEVAR_PERPLAYER)
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{
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if (!MapInfo[i].savedstate->vars[j])
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MapInfo[i].savedstate->vars[j] = Bcalloc(MAXPLAYERS,sizeof(intptr_t));
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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])
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MapInfo[i].savedstate->vars[j] = Bcalloc(MAXSPRITES,sizeof(intptr_t));
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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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}
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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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}
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if (kdfread(&l,sizeof(l),1,fil) != 1) goto corrupt;
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if (kdfread(g_szBuf,l,1,fil) != 1) goto corrupt;
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g_szBuf[l]=0;
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OSD_Printf("%s\n",g_szBuf);
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#if 0
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{
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FILE *fp;
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AddLog("Dumping Vars...");
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fp=fopen("xxx.txt","w");
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if (fp)
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{
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Gv_DumpValues(fp);
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fclose(fp);
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}
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AddLog("Done Dumping...");
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}
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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];
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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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{
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dfwrite(&(aGameVars[i]),sizeof(gamevar_t),1,fil);
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dfwrite(aGameVars[i].szLabel,sizeof(char) * MAXVARLABEL, 1, fil);
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}
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// 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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{
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//Bsprintf(g_szBuf,"Writing value array for %s (%d)",aGameVars[i].szLabel,sizeof(int) * MAXPLAYERS);
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//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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{
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//Bsprintf(g_szBuf,"Writing value array for %s (%d)",aGameVars[i].szLabel,sizeof(int) * MAXSPRITES);
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//AddLog(g_szBuf);
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dfwrite(&aGameVars[i].plValues[0],sizeof(intptr_t), MAXSPRITES, fil);
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}
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// else nothing 'extra...'
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}
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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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{
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dfwrite(&(aGameArrays[i]),sizeof(gamearray_t),1,fil);
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dfwrite(aGameArrays[i].szLabel,sizeof(char) * MAXARRAYLABEL, 1, fil);
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}
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// dfwrite(&aGameVars,sizeof(aGameVars),1,fil);
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for (i=0;i<g_gameArrayCount;i++)
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{
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dfwrite(aGameArrays[i].plValues,sizeof(intptr_t) * aGameArrays[i].size, 1, fil);
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}
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for (i=0;i<MAXGAMEEVENTS;i++)
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if (apScriptGameEvent[i])
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{
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l = (intptr_t)apScriptGameEvent[i]-(intptr_t)&script[0];
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apScriptGameEvent[i] = (intptr_t *)l;
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}
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dfwrite(apScriptGameEvent,sizeof(apScriptGameEvent),1,fil);
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for (i=0;i<MAXGAMEEVENTS;i++)
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if (apScriptGameEvent[i])
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{
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l = (intptr_t)apScriptGameEvent[i]+(intptr_t)&script[0];
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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;
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dfwrite(&savedstate[0],sizeof(savedstate),1,fil);
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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);
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for (j=0;j<g_gameVarCount;j++)
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{
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if (aGameVars[j].dwFlags & GAMEVAR_NORESET) continue;
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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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}
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}
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Bsprintf(g_szBuf,"EOF: EDuke32");
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l=strlen(g_szBuf);
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dfwrite(&l,sizeof(l),1,fil);
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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;
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if (!fp)
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{
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return;
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}
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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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{
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continue; // do nothing...
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}
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else
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{
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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));
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else
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fprintf(fp,"%" PRIdPTR "",aGameVars[i].lValue);
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if (aGameVars[i].dwFlags & (GAMEVAR_PERPLAYER))
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fprintf(fp," GAMEVAR_PERPLAYER");
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else if (aGameVars[i].dwFlags & (GAMEVAR_PERACTOR))
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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)");
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fprintf(fp,"\n");
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}
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}
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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;
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//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++)
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{
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//Bsprintf(g_szBuf,"Resetting %d: '%s' to %d",i,aDefaultGameVars[i].szLabel,
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// aDefaultGameVars[i].lValue
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// );
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//AddLog(g_szBuf);
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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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}
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for (i=0;i<MAXGAMEARRAYS;i++)
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{
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//Bsprintf(g_szBuf,"Resetting %d: '%s' to %d",i,aDefaultGameVars[i].szLabel,
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// aDefaultGameVars[i].lValue
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// );
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//AddLog(g_szBuf);
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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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|
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int Gv_AddArray(const char *pszLabel, int asize)
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{
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int i;
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|
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if (Bstrlen(pszLabel) > (MAXARRAYLABEL-1))
|
|
{
|
|
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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|
}
|
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i = HASH_find(&arrayH,pszLabel);
|
|
if (i >=0 && !aGameArrays[i].bReset)
|
|
{
|
|
// found it it's a duplicate in error
|
|
g_numCompilerWarnings++;
|
|
C_ReportError(WARNING_DUPLICATEDEFINITION);
|
|
return 0;
|
|
}
|
|
i = g_gameArrayCount;
|
|
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);
|
|
aGameArrays[i].plValues=Bcalloc(asize,sizeof(intptr_t));
|
|
aGameArrays[i].size=asize;
|
|
aGameVars[i].bReset=0;
|
|
g_gameArrayCount++;
|
|
HASH_add(&arrayH,aGameArrays[i].szLabel,i);
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int Gv_SetupVar(const char *pszLabel, int lValue, unsigned int dwFlags)
|
|
{
|
|
int i, j;
|
|
|
|
//Bsprintf(g_szBuf,"Gv_SetupVar(%s, %d, %X)",pszLabel, lValue, dwFlags);
|
|
//AddLog(g_szBuf);
|
|
|
|
if (Bstrlen(pszLabel) > (MAXVARLABEL-1))
|
|
{
|
|
g_numCompilerErrors++;
|
|
C_ReportError(-1);
|
|
initprintf("%s:%d: error: variable name `%s' exceeds limit of %d characters.\n",g_szScriptFileName,g_lineNumber,pszLabel, MAXVARLABEL);
|
|
return 0;
|
|
}
|
|
i = HASH_find(&gamevarH,pszLabel);
|
|
|
|
if (i >= 0 && !aGameVars[i].bReset)
|
|
{
|
|
// found it...
|
|
if (aGameVars[i].dwFlags & (GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR))
|
|
{
|
|
// warning++;
|
|
// 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));
|
|
return 0;
|
|
}
|
|
else if (!(aGameVars[i].dwFlags & GAMEVAR_DEFAULT) && !(aGameVars[i].dwFlags & GAMEVAR_SYSTEM))
|
|
{
|
|
// it's a duplicate in error
|
|
g_numCompilerWarnings++;
|
|
C_ReportError(WARNING_DUPLICATEDEFINITION);
|
|
return 0;
|
|
}
|
|
}
|
|
if (i == -1)
|
|
i = g_gameVarCount;
|
|
|
|
if (i >= MAXGAMEVARS)
|
|
{
|
|
g_numCompilerErrors++;
|
|
C_ReportError(-1);
|
|
initprintf("%s:%d: error: too many gamevars!\n",g_szScriptFileName,g_lineNumber);
|
|
return 0;
|
|
}
|
|
|
|
// Set values
|
|
if ((aGameVars[i].dwFlags & GAMEVAR_SYSTEM) == 0)
|
|
{
|
|
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)
|
|
{
|
|
// only free if not system
|
|
Bfree(aGameVars[i].plValues);
|
|
aGameVars[i].plValues=NULL;
|
|
}
|
|
}
|
|
|
|
// if existing is system, they only get to change default value....
|
|
aGameVars[i].lValue=lValue;
|
|
aGameVars[i].lDefault=lValue;
|
|
aGameVars[i].bReset=0;
|
|
|
|
if (i==g_gameVarCount)
|
|
{
|
|
// we're adding a new one.
|
|
HASH_replace(&gamevarH,aGameVars[i].szLabel,i);
|
|
g_gameVarCount++;
|
|
}
|
|
|
|
if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER)
|
|
{
|
|
if (!aGameVars[i].plValues)
|
|
aGameVars[i].plValues=Bcalloc(MAXPLAYERS,sizeof(intptr_t));
|
|
for (j=MAXPLAYERS-1;j>=0;j--)
|
|
aGameVars[i].plValues[j]=lValue;
|
|
}
|
|
else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR)
|
|
{
|
|
if (!aGameVars[i].plValues)
|
|
aGameVars[i].plValues=Bcalloc(MAXSPRITES,sizeof(intptr_t));
|
|
for (j=MAXSPRITES-1;j>=0;j--)
|
|
aGameVars[i].plValues[j]=lValue;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
void A_ResetGameVars(int iActor)
|
|
{
|
|
int i=(MAXGAMEVARS-1);
|
|
// OSD_Printf("resetting vars for actor %d\n",iActor);
|
|
for (;i>=0;i--)
|
|
if ((aGameVars[i].dwFlags & GAMEVAR_PERACTOR) && !(aGameVars[i].dwFlags & GAMEVAR_NODEFAULT))
|
|
{
|
|
// OSD_Printf("reset %s (%d) to %s (%d)\n",aGameVars[i].szLabel,aGameVars[i].plValues[iActor],aDefaultGameVars[i].szLabel,aDefaultGameVars[i].lValue);
|
|
aGameVars[i].plValues[iActor]=aGameVars[i].lDefault;
|
|
}
|
|
}
|
|
|
|
inline static int Gv_GetVarIndex(const char *szGameLabel)
|
|
{
|
|
return HASH_find(&gamevarH,szGameLabel);
|
|
}
|
|
|
|
int Gv_GetVar(int id, int iActor, int iPlayer)
|
|
{
|
|
if (id == MAXGAMEVARS)
|
|
return(*insptr++);
|
|
|
|
if (id == g_iThisActorID)
|
|
return iActor;
|
|
|
|
{
|
|
int neg = 0;
|
|
|
|
if (id >= g_gameVarCount || id<0)
|
|
{
|
|
if (id&(MAXGAMEVARS<<2))
|
|
{
|
|
int index=Gv_GetVar(*insptr++,iActor,iPlayer);
|
|
|
|
id &= ~(MAXGAMEVARS<<2);
|
|
|
|
if (id&(MAXGAMEVARS<<1)) // negative array access
|
|
{
|
|
neg = 1;
|
|
id &= ~(MAXGAMEVARS<<1);
|
|
}
|
|
|
|
// OSD_Printf("Gv_GetVar(): reading from array\n");
|
|
if (index >= aGameArrays[id].size || index < 0)
|
|
{
|
|
OSD_Printf(CON_ERROR "Gv_GetVar(): invalid array index (%s[%d])\n",g_errorLineNum,keyw[g_tw],aGameArrays[id].szLabel,index);
|
|
return -1;
|
|
}
|
|
return(neg?-aGameArrays[id].plValues[index]:aGameArrays[id].plValues[index]);
|
|
}
|
|
|
|
if ((id&(MAXGAMEVARS<<1)) == 0)
|
|
{
|
|
OSD_Printf(CON_ERROR "Gv_GetVar(): invalid gamevar ID (%d)\n",g_errorLineNum,keyw[g_tw],id);
|
|
return -1;
|
|
}
|
|
|
|
neg = 1;
|
|
id &= ~(MAXGAMEVARS<<1);
|
|
}
|
|
|
|
if (aGameVars[id].dwFlags & GAMEVAR_PERPLAYER)
|
|
{
|
|
// for the current player
|
|
if (iPlayer < 0 || iPlayer >= MAXPLAYERS)
|
|
{
|
|
OSD_Printf(CON_ERROR "Gv_GetVar(): invalid player ID (%d)\n",g_errorLineNum,keyw[g_tw],iPlayer);
|
|
return -1;
|
|
}
|
|
return(neg?-aGameVars[id].plValues[iPlayer]:aGameVars[id].plValues[iPlayer]);
|
|
}
|
|
|
|
if (aGameVars[id].dwFlags & GAMEVAR_PERACTOR)
|
|
{
|
|
// for the current actor
|
|
if (iActor < 0 || iActor >= MAXSPRITES)
|
|
{
|
|
OSD_Printf(CON_ERROR "Gv_GetVar(): invalid sprite ID (%d)\n",g_errorLineNum,keyw[g_tw],iActor);
|
|
return -1;
|
|
}
|
|
return(neg?-aGameVars[id].plValues[iActor]:aGameVars[id].plValues[iActor]);
|
|
}
|
|
|
|
if (!(aGameVars[id].dwFlags & (GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR)))
|
|
return(neg?-aGameVars[id].lValue:aGameVars[id].lValue);
|
|
|
|
if (aGameVars[id].dwFlags & GAMEVAR_INTPTR)
|
|
return(neg?-(*((int*)aGameVars[id].lValue)):(*((int*)aGameVars[id].lValue)));
|
|
|
|
if (aGameVars[id].dwFlags & GAMEVAR_SHORTPTR)
|
|
return(neg?-(*((short*)aGameVars[id].lValue)):(*((short*)aGameVars[id].lValue)));
|
|
|
|
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;
|
|
}
|
|
}
|
|
/*
|
|
void SetGameArrayID(int id,int index, int lValue)
|
|
{
|
|
if (id<0 || id >= g_gameArrayCount || !((index < aGameArrays[id].size)&&(index>=0)))
|
|
{
|
|
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);
|
|
return;
|
|
}
|
|
aGameArrays[id].plValues[index]=lValue;
|
|
}
|
|
*/
|
|
void Gv_SetVar(int id, int lValue, int iActor, int iPlayer)
|
|
{
|
|
if (id<0 || id >= g_gameVarCount)
|
|
{
|
|
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);
|
|
return;
|
|
}
|
|
//Bsprintf(g_szBuf,"SGVI: %d ('%s') to %d for %d %d",id,aGameVars[id].szLabel,lValue,iActor,iPlayer);
|
|
//AddLog(g_szBuf);
|
|
if (aGameVars[id].dwFlags & GAMEVAR_PERPLAYER)
|
|
{
|
|
if (iPlayer < 0 || iPlayer > MAXPLAYERS-1)
|
|
{
|
|
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);
|
|
return;
|
|
}
|
|
// for the current player
|
|
aGameVars[id].plValues[iPlayer]=lValue;
|
|
return;
|
|
}
|
|
|
|
if (aGameVars[id].dwFlags & GAMEVAR_PERACTOR)
|
|
{
|
|
if (iActor < 0 || iActor > MAXSPRITES-1)
|
|
{
|
|
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);
|
|
return;
|
|
}
|
|
// for the current actor
|
|
aGameVars[id].plValues[iActor]=lValue;
|
|
return;
|
|
}
|
|
|
|
if (!(aGameVars[id].dwFlags & (GAMEVAR_INTPTR|GAMEVAR_SHORTPTR|GAMEVAR_CHARPTR)))
|
|
{
|
|
aGameVars[id].lValue=lValue;
|
|
return;
|
|
}
|
|
|
|
if (aGameVars[id].dwFlags & GAMEVAR_INTPTR)
|
|
{
|
|
// set the value at pointer
|
|
*((int*)aGameVars[id].lValue)=(int)lValue;
|
|
return;
|
|
}
|
|
|
|
if (aGameVars[id].dwFlags & GAMEVAR_SHORTPTR)
|
|
{
|
|
// set the value at pointer
|
|
*((short*)aGameVars[id].lValue)=(short)lValue;
|
|
return;
|
|
}
|
|
|
|
if (aGameVars[id].dwFlags & GAMEVAR_CHARPTR)
|
|
{
|
|
// set the value at pointer
|
|
*((char*)aGameVars[id].lValue)=(char)lValue;
|
|
return;
|
|
}
|
|
}
|
|
|
|
int Gv_GetVarByLabel(const char *szGameLabel, int lDefault, int iActor, int iPlayer)
|
|
{
|
|
int i=0;
|
|
i = HASH_find(&gamevarH,szGameLabel);
|
|
if (i<0)return lDefault;
|
|
return Gv_GetVar(i, iActor, iPlayer);
|
|
}
|
|
|
|
static intptr_t *Gv_GetVarDataPtr(const char *szGameLabel)
|
|
{
|
|
int i=0;
|
|
|
|
i = HASH_find(&gamevarH,szGameLabel);
|
|
if (i<0)return NULL;
|
|
|
|
if (aGameVars[i].dwFlags & (GAMEVAR_PERACTOR | GAMEVAR_PERPLAYER))
|
|
{
|
|
if (!aGameVars[i].plValues)
|
|
{
|
|
OSD_Printf(CON_ERROR "Gv_GetVarDataPtr(): INTERNAL ERROR: NULL array !!!\n",g_errorLineNum,keyw[g_tw]);
|
|
}
|
|
return aGameVars[i].plValues;
|
|
}
|
|
return &(aGameVars[i].lValue);
|
|
}
|
|
|
|
void Gv_ResetSystemDefaults(void)
|
|
{
|
|
// call many times...
|
|
|
|
int i,j;
|
|
char aszBuf[64];
|
|
|
|
//AddLog("ResetWeaponDefaults");
|
|
|
|
for (j=MAXPLAYERS-1;j>=0;j--)
|
|
{
|
|
for (i=MAX_WEAPONS-1;i>=0;i--)
|
|
{
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",i);
|
|
aplWeaponClip[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",i);
|
|
aplWeaponReload[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",i);
|
|
aplWeaponFireDelay[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",i);
|
|
aplWeaponTotalTime[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",i);
|
|
aplWeaponHoldDelay[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",i);
|
|
aplWeaponFlags[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",i);
|
|
aplWeaponShoots[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",i);
|
|
aplWeaponSpawnTime[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",i);
|
|
aplWeaponSpawn[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",i);
|
|
aplWeaponShotsPerBurst[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",i);
|
|
aplWeaponWorksLike[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",i);
|
|
aplWeaponInitialSound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",i);
|
|
aplWeaponFireSound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",i);
|
|
aplWeaponSound2Time[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",i);
|
|
aplWeaponSound2Sound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",i);
|
|
aplWeaponReloadSound1[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",i);
|
|
aplWeaponReloadSound2[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",i);
|
|
aplWeaponSelectSound[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
|
|
}
|
|
}
|
|
|
|
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");
|
|
|
|
Bmemcpy(&ProjectileData,&DefaultProjectileData,sizeof(ProjectileData));
|
|
|
|
//AddLog("EOF:ResetWeaponDefaults");
|
|
}
|
|
|
|
static void Gv_AddSystemVars(void)
|
|
{
|
|
// only call ONCE
|
|
char aszBuf[64];
|
|
|
|
//AddLog("Gv_AddSystemVars");
|
|
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, KNEE_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 7, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 14, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, WEAPON_NOVISIBLE | WEAPON_RANDOMRESTART | WEAPON_AUTOMATIC, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, KNEE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",KNEE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
|
|
/////////////////////////////
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, PISTOL_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, NAM?20:12, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, NAM?50:27, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, 2, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, 5, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, NAM?WEAPON_HOLSTER_CLEARS_CLIP:0 | WEAPON_RELOAD_TIMING, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, SHOTSPARK1, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, 2, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, SHELL, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, PISTOL_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",PISTOL_WEAPON);
|
|
Gv_SetupVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",PISTOL_WEAPON);
|
|
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);
|
|
|
|
/////////////////////////////
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, SHOTGUN_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 13, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 4, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 30, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, WEAPON_CHECKATRELOAD, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, SHOTGUN, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 24, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, SHOTGUNSHELL, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 7, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, SHOTGUN_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 15, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, SHOTGUN_COCK, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",SHOTGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",SHOTGUN_WEAPON);
|
|
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);
|
|
|
|
/////////////////////////////
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, CHAINGUN_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 3, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 12, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 3, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, WEAPON_AUTOMATIC | WEAPON_FIREEVERYTHIRD | WEAPON_AMMOPERSHOT | WEAPON_SPAWNTYPE3 | WEAPON_RESET, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, CHAINGUN, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 1, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, SHELL, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, CHAINGUN_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",CHAINGUN_WEAPON);
|
|
Gv_SetupVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",CHAINGUN_WEAPON);
|
|
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);
|
|
|
|
/////////////////////////////
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, RPG_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, 4, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, 20, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, RPG, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",RPG_WEAPON);
|
|
Gv_SetupVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",RPG_WEAPON);
|
|
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);
|
|
|
|
/////////////////////////////
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, HANDBOMB_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 30, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 6, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 19, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 12, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, WEAPON_THROWIT, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, HEAVYHBOMB, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",HANDBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
|
|
/////////////////////////////
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, SHRINKER_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, 10, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, NAM?30:12, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, WEAPON_GLOWS, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, SHRINKER, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, SHRINKER_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",SHRINKER_WEAPON);
|
|
Gv_SetupVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",SHRINKER_WEAPON);
|
|
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);
|
|
|
|
/////////////////////////////
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, DEVISTATOR_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, 3, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, 6, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, 5, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, WEAPON_FIREEVERYOTHER | WEAPON_AMMOPERSHOT, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, RPG, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, 2, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, CAT_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",DEVISTATOR_WEAPON);
|
|
Gv_SetupVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",DEVISTATOR_WEAPON);
|
|
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);
|
|
|
|
/////////////////////////////
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, TRIPBOMB_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 16, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 3, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 16, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 7, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, WEAPON_STANDSTILL | WEAPON_CHECKATRELOAD, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, HANDHOLDINGLASER, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",TRIPBOMB_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
|
|
/////////////////////////////
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, FREEZE_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 3, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 5, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, WEAPON_RESET, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, FREEZEBLAST, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, CAT_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, CAT_FIRE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",FREEZE_WEAPON);
|
|
Gv_SetupVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",FREEZE_WEAPON);
|
|
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);
|
|
|
|
/////////////////////////////
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, HANDREMOTE_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 10, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 2, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 10, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, WEAPON_BOMB_TRIGGER | WEAPON_NOVISIBLE, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, INSERT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",HANDREMOTE_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
|
|
///////////////////////////////////////////////////////
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, GROW_WEAPON, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, 3, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, NAM?30:5, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, WEAPON_GLOWS, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, GROWSPARK, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, NAM?2:0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, NAM?SHELL:0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, NAM?0:EXPANDERSHOOT, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, 0, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",GROW_WEAPON);
|
|
Gv_SetupVar(aszBuf, EJECT_CLIP, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",GROW_WEAPON);
|
|
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);
|
|
Gv_SetupVar("gravitationalconstant",(intptr_t)&g_spriteGravity, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
|
|
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);
|
|
}
|
|
|
|
void Gv_Init(void)
|
|
{
|
|
// only call ONCE
|
|
|
|
// initprintf("Initializing game variables\n");
|
|
//AddLog("Gv_Init");
|
|
|
|
Gv_Clear();
|
|
Gv_AddSystemVars();
|
|
Gv_InitWeaponPointers();
|
|
Gv_ResetSystemDefaults();
|
|
}
|
|
|
|
void Gv_InitWeaponPointers(void)
|
|
{
|
|
int i;
|
|
char aszBuf[64];
|
|
// called from game Init AND when level is loaded...
|
|
|
|
//AddLog("Gv_InitWeaponPointers");
|
|
|
|
for (i=(MAX_WEAPONS-1);i>=0;i--)
|
|
{
|
|
Bsprintf(aszBuf,"WEAPON%d_CLIP",i);
|
|
aplWeaponClip[i]=Gv_GetVarDataPtr(aszBuf);
|
|
if (!aplWeaponClip[i])
|
|
{
|
|
initprintf("ERROR: NULL weapon! WTF?!\n");
|
|
// exit(0);
|
|
G_Shutdown();
|
|
}
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOAD",i);
|
|
aplWeaponReload[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIREDELAY",i);
|
|
aplWeaponFireDelay[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",i);
|
|
aplWeaponTotalTime[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",i);
|
|
aplWeaponHoldDelay[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_FLAGS",i);
|
|
aplWeaponFlags[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",i);
|
|
aplWeaponShoots[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",i);
|
|
aplWeaponSpawnTime[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_SPAWN",i);
|
|
aplWeaponSpawn[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",i);
|
|
aplWeaponShotsPerBurst[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_WORKSLIKE",i);
|
|
aplWeaponWorksLike[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_INITIALSOUND",i);
|
|
aplWeaponInitialSound[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_FIRESOUND",i);
|
|
aplWeaponFireSound[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2TIME",i);
|
|
aplWeaponSound2Time[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_SOUND2SOUND",i);
|
|
aplWeaponSound2Sound[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND1",i);
|
|
aplWeaponReloadSound1[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_RELOADSOUND2",i);
|
|
aplWeaponReloadSound2[i]=Gv_GetVarDataPtr(aszBuf);
|
|
Bsprintf(aszBuf,"WEAPON%d_SELECTSOUND",i);
|
|
aplWeaponSelectSound[i]=Gv_GetVarDataPtr(aszBuf);
|
|
}
|
|
}
|
|
|
|
void Gv_RefreshPointers(void)
|
|
{
|
|
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;
|
|
aGameVars[Gv_GetVarIndex("cenu")].lValue = (intptr_t)&g_currentMenu;
|
|
aGameVars[Gv_GetVarIndex("viewingrange")].lValue = (intptr_t)&viewingrange;
|
|
aGameVars[Gv_GetVarIndex("yxaspect")].lValue = (intptr_t)&yxaspect;
|
|
aGameVars[Gv_GetVarIndex("gravitationalconstant")].lValue = (intptr_t)&g_spriteGravity;
|
|
aGameVars[Gv_GetVarIndex("gametypeflags")].lValue = (intptr_t)&GametypeFlags[ud.coop];
|
|
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;
|
|
aGameVars[Gv_GetVarIndex("cameradist")].lValue = (intptr_t)&g_cameraDistance;
|
|
aGameVars[Gv_GetVarIndex("cameraclock")].lValue = (intptr_t)&g_cameraClock;
|
|
|
|
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;
|
|
}
|