replace sprintf with snprintf.

This commit is contained in:
Christoph Oelckers 2023-10-09 16:57:13 +02:00
parent 4f3f25e1ca
commit 04a94f70f7
8 changed files with 257 additions and 254 deletions

View file

@ -1063,7 +1063,7 @@ bool PickupItem(DBloodPlayer* pPlayer, DBloodActor* itemactor)
pPlayer->hasFlag |= 1;
pPlayer->ctfFlagState[0] = itemactor;
trTriggerSprite(itemactor, kCmdOff);
sprintf(buffer, "%s stole Blue Flag", PlayerName(pPlayer->pnum));
snprintf(buffer, sizeof(buffer), "%s stole Blue Flag", PlayerName(pPlayer->pnum));
sndStartSample(8007, 255, 2, 0);
viewSetMessage(buffer);
}
@ -1075,7 +1075,7 @@ bool PickupItem(DBloodPlayer* pPlayer, DBloodActor* itemactor)
pPlayer->hasFlag &= ~1;
pPlayer->ctfFlagState[0] = nullptr;
trTriggerSprite(itemactor, kCmdOn);
sprintf(buffer, "%s returned Blue Flag", PlayerName(pPlayer->pnum));
snprintf(buffer, sizeof(buffer), "%s returned Blue Flag", PlayerName(pPlayer->pnum));
sndStartSample(8003, 255, 2, 0);
viewSetMessage(buffer);
}
@ -1086,7 +1086,7 @@ bool PickupItem(DBloodPlayer* pPlayer, DBloodActor* itemactor)
team_score[pPlayer->teamId] += 10;
team_ticker[pPlayer->teamId] += 240;
evSendGame(81, kCmdOn);
sprintf(buffer, "%s captured Red Flag!", PlayerName(pPlayer->pnum));
snprintf(buffer, sizeof(buffer), "%s captured Red Flag!", PlayerName(pPlayer->pnum));
sndStartSample(8001, 255, 2, 0);
viewSetMessage(buffer);
}
@ -1100,7 +1100,7 @@ bool PickupItem(DBloodPlayer* pPlayer, DBloodActor* itemactor)
pPlayer->hasFlag |= 2;
pPlayer->ctfFlagState[1] = itemactor;
trTriggerSprite(itemactor, kCmdOff);
sprintf(buffer, "%s stole Red Flag", PlayerName(pPlayer->pnum));
snprintf(buffer, sizeof(buffer), "%s stole Red Flag", PlayerName(pPlayer->pnum));
sndStartSample(8006, 255, 2, 0);
viewSetMessage(buffer);
}
@ -1112,7 +1112,7 @@ bool PickupItem(DBloodPlayer* pPlayer, DBloodActor* itemactor)
pPlayer->hasFlag &= ~2;
pPlayer->ctfFlagState[1] = nullptr;
trTriggerSprite(itemactor, kCmdOn);
sprintf(buffer, "%s returned Red Flag", PlayerName(pPlayer->pnum));
snprintf(buffer, sizeof(buffer), "%s returned Red Flag", PlayerName(pPlayer->pnum));
sndStartSample(8002, 255, 2, 0);
viewSetMessage(buffer);
}
@ -1123,7 +1123,7 @@ bool PickupItem(DBloodPlayer* pPlayer, DBloodActor* itemactor)
team_score[pPlayer->teamId] += 10;
team_ticker[pPlayer->teamId] += 240;
evSendGame(80, kCmdOn);
sprintf(buffer, "%s captured Blue Flag!", PlayerName(pPlayer->pnum));
snprintf(buffer, sizeof(buffer), "%s captured Blue Flag!", PlayerName(pPlayer->pnum));
sndStartSample(8000, 255, 2, 0);
viewSetMessage(buffer);
}
@ -1140,7 +1140,7 @@ bool PickupItem(DBloodPlayer* pPlayer, DBloodActor* itemactor)
pPlayer->hasFlag &= ~1;
pPlayer->ctfFlagState[0] = nullptr;
trTriggerSprite(itemactor->GetOwner(), kCmdOn);
sprintf(buffer, "%s returned Blue Flag", PlayerName(pPlayer->pnum));
snprintf(buffer, sizeof(buffer), "%s returned Blue Flag", PlayerName(pPlayer->pnum));
sndStartSample(8003, 255, 2, 0);
viewSetMessage(buffer);
break;
@ -1149,7 +1149,7 @@ bool PickupItem(DBloodPlayer* pPlayer, DBloodActor* itemactor)
pPlayer->ctfFlagState[0] = itemactor->GetOwner();
if (enemyTeam)
{
sprintf(buffer, "%s stole Blue Flag", PlayerName(pPlayer->pnum));
snprintf(buffer, sizeof(buffer), "%s stole Blue Flag", PlayerName(pPlayer->pnum));
sndStartSample(8007, 255, 2, 0);
viewSetMessage(buffer);
}
@ -1164,7 +1164,7 @@ bool PickupItem(DBloodPlayer* pPlayer, DBloodActor* itemactor)
pPlayer->hasFlag &= ~2;
pPlayer->ctfFlagState[1] = nullptr;
trTriggerSprite(itemactor->GetOwner(), kCmdOn);
sprintf(buffer, "%s returned Red Flag", PlayerName(pPlayer->pnum));
snprintf(buffer, sizeof(buffer), "%s returned Red Flag", PlayerName(pPlayer->pnum));
sndStartSample(8002, 255, 2, 0);
viewSetMessage(buffer);
break;
@ -1173,7 +1173,7 @@ bool PickupItem(DBloodPlayer* pPlayer, DBloodActor* itemactor)
pPlayer->ctfFlagState[1] = itemactor->GetOwner();
if (enemyTeam)
{
sprintf(buffer, "%s stole Red Flag", PlayerName(pPlayer->pnum));
snprintf(buffer, sizeof(buffer), "%s stole Red Flag", PlayerName(pPlayer->pnum));
sndStartSample(8006, 255, 2, 0);
viewSetMessage(buffer);
}
@ -1926,7 +1926,7 @@ void playerFrag(DBloodPlayer* pKiller, DBloodPlayer* pVictim)
}
else
{
sprintf(buffer, gSuicide[nMessage].message, PlayerName(nVictim));
snprintf(buffer, sizeof(buffer), gSuicide[nMessage].message, PlayerName(nVictim));
}
}
else
@ -1949,7 +1949,7 @@ void playerFrag(DBloodPlayer* pKiller, DBloodPlayer* pVictim)
int nMessage = Random(25);
int nSound = gVictory[nMessage].Kills;
const char* pzMessage = gVictory[nMessage].message;
sprintf(buffer, pzMessage, PlayerName(nKiller), PlayerName(nVictim));
snprintf(buffer, sizeof(buffer), pzMessage, PlayerName(nKiller), PlayerName(nVictim));
if (gGameOptions.nGameType > 0 && nSound >= 0 && pKiller->pnum == myconnectindex)
sndStartSample(nSound, 255, 2, 0);
}
@ -2032,7 +2032,7 @@ void flagDropped(DBloodPlayer* pPlayer, int a2)
actor = actDropObject(playeractor, kItemFlagA);
if (actor) actor->SetOwner(pPlayer->ctfFlagState[0]);
gBlueFlagDropped = true;
sprintf(buffer, "%s dropped Blue Flag", PlayerName(pPlayer->pnum));
snprintf(buffer, sizeof(buffer), "%s dropped Blue Flag", PlayerName(pPlayer->pnum));
sndStartSample(8005, 255, 2, 0);
viewSetMessage(buffer);
break;
@ -2041,7 +2041,7 @@ void flagDropped(DBloodPlayer* pPlayer, int a2)
actor = actDropObject(playeractor, kItemFlagB);
if (actor) actor->SetOwner(pPlayer->ctfFlagState[1]);
gRedFlagDropped = true;
sprintf(buffer, "%s dropped Red Flag", PlayerName(pPlayer->pnum));
snprintf(buffer, sizeof(buffer), "%s dropped Red Flag", PlayerName(pPlayer->pnum));
sndStartSample(8004, 255, 2, 0);
viewSetMessage(buffer);
break;
@ -2315,7 +2315,7 @@ void PlayerSurvive(DBloodActor* actor)
viewSetMessage(GStrings("TXT_LIVEAGAIM"));
else
{
sprintf(buffer, "%s lives again!", PlayerName(pPlayer->pnum));
snprintf(buffer, sizeof(buffer), "%s lives again!", PlayerName(pPlayer->pnum));
viewSetMessage(buffer);
}
pPlayer->newWeapon = kWeapPitchFork;

View file

@ -550,52 +550,52 @@ void InitGameVarPointers(void)
for (i = 0; i < 12/*MAX_WEAPONS*/; i++) // Setup only exists for the original 12 weapons.
{
sprintf(aszBuf, "WEAPON%d_CLIP", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_CLIP", i);
i_aplWeaponClip[i] = GetGameValuePtr(aszBuf);
if (i_aplWeaponClip[i] < 0)
{
I_FatalError("ERROR: NULL Weapon\n");
}
sprintf(aszBuf, "WEAPON%d_RELOAD", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_RELOAD", i);
i_aplWeaponReload[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIREDELAY", i);
i_aplWeaponFireDelay[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_TOTALTIME", i);
i_aplWeaponTotalTime[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_HOLDDELAY", i);
i_aplWeaponHoldDelay[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_FLAGS", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FLAGS", i);
i_aplWeaponFlags[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_SHOOTS", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOOTS", i);
i_aplWeaponShoots[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWNTIME", i);
i_aplWeaponSpawnTime[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_SPAWN", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWN", i);
i_aplWeaponSpawn[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOTSPERBURST", i);
i_aplWeaponShotsPerBurst[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_WORKSLIKE", i);
i_aplWeaponWorksLike[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_INITIALSOUND", i);
i_aplWeaponInitialSound[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIRESOUND", i);
i_aplWeaponFireSound[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2TIME", i);
i_aplWeaponSound2Time[i] = GetGameValuePtr(aszBuf);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", i);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2SOUND", i);
i_aplWeaponSound2Sound[i] = GetGameValuePtr(aszBuf);
}
@ -618,563 +618,563 @@ void AddSystemVars()
char aszBuf[64];
if (isWW2GI())
{
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_WORKSLIKE", KNEE_WEAPON);
AddGameVar(aszBuf, KNEE_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_CLIP", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_RELOAD", KNEE_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIREDELAY", KNEE_WEAPON);
AddGameVar(aszBuf, 7, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_TOTALTIME", KNEE_WEAPON);
AddGameVar(aszBuf, 14, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_HOLDDELAY", KNEE_WEAPON);
AddGameVar(aszBuf, 14, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FLAGS", KNEE_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_NOVISIBLE | WEAPON_FLAG_AUTOMATIC | WEAPON_FLAG_RANDOMRESTART, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOOTS", KNEE_WEAPON);
AddGameVar(aszBuf, DukeMeleeAttackClass->ActorInfo()->TypeNum, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWNTIME", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWN", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOTSPERBURST", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_INITIALSOUND", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIRESOUND", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2TIME", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", KNEE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2SOUND", KNEE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_WORKSLIKE", PISTOL_WEAPON);
AddGameVar(aszBuf, PISTOL_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_CLIP", PISTOL_WEAPON);
AddGameVar(aszBuf, 12, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_RELOAD", PISTOL_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIREDELAY", PISTOL_WEAPON);
AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_TOTALTIME", PISTOL_WEAPON);
AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_HOLDDELAY", PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FLAGS", PISTOL_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_AUTOMATIC | WEAPON_FLAG_HOLSTER_CLEARS_CLIP, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOOTS", PISTOL_WEAPON);
AddGameVar(aszBuf, DukeShotSparkClass->ActorInfo()->TypeNum, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWNTIME", PISTOL_WEAPON);
AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWN", PISTOL_WEAPON);
AddGameVar(aszBuf, DukeShellClass->ActorInfo()->TypeNum, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOTSPERBURST", PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_INITIALSOUND", PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIRESOUND", PISTOL_WEAPON);
AddGameVar(aszBuf, PISTOL_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2TIME", PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", PISTOL_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2SOUND", PISTOL_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_WORKSLIKE", SHOTGUN_WEAPON);
AddGameVar(aszBuf, SHOTGUN_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_CLIP", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_RELOAD", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 13, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIREDELAY", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 4, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_TOTALTIME", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 31, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_HOLDDELAY", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FLAGS", SHOTGUN_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_CHECKATRELOAD, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOOTS", SHOTGUN_WEAPON);
AddGameVar(aszBuf, DukeShotgunShotClass->ActorInfo()->TypeNum, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWNTIME", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 24, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWN", SHOTGUN_WEAPON);
AddGameVar(aszBuf, DukeShotgunShellClass->ActorInfo()->TypeNum, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOTSPERBURST", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 7, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_INITIALSOUND", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIRESOUND", SHOTGUN_WEAPON);
AddGameVar(aszBuf, SHOTGUN_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2TIME", SHOTGUN_WEAPON);
AddGameVar(aszBuf, 15, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", SHOTGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2SOUND", SHOTGUN_WEAPON);
AddGameVar(aszBuf, SHOTGUN_COCK, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_WORKSLIKE", CHAINGUN_WEAPON);
AddGameVar(aszBuf, CHAINGUN_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_CLIP", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_RELOAD", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIREDELAY", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 1, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_TOTALTIME", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 10, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_HOLDDELAY", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FLAGS", CHAINGUN_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_AUTOMATIC | WEAPON_FLAG_FIREEVERYTHIRD | WEAPON_FLAG_AMMOPERSHOT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOOTS", CHAINGUN_WEAPON);
AddGameVar(aszBuf, DukeChaingunShotClass->ActorInfo()->TypeNum, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWNTIME", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWN", CHAINGUN_WEAPON);
AddGameVar(aszBuf, DukeShellClass->ActorInfo()->TypeNum, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOTSPERBURST", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_INITIALSOUND", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIRESOUND", CHAINGUN_WEAPON);
AddGameVar(aszBuf, CHAINGUN_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2TIME", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", CHAINGUN_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2SOUND", CHAINGUN_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_WORKSLIKE", RPG_WEAPON);
AddGameVar(aszBuf, RPG_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_CLIP", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_RELOAD", RPG_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIREDELAY", RPG_WEAPON);
AddGameVar(aszBuf, 4, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_TOTALTIME", RPG_WEAPON);
AddGameVar(aszBuf, 20, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_HOLDDELAY", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FLAGS", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOOTS", RPG_WEAPON);
AddGameVar(aszBuf, DukeRPGClass->ActorInfo()->TypeNum, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWNTIME", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWN", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOTSPERBURST", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_INITIALSOUND", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIRESOUND", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2TIME", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", RPG_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2SOUND", RPG_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_WORKSLIKE", HANDBOMB_WEAPON);
AddGameVar(aszBuf, HANDBOMB_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_CLIP", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_RELOAD", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIREDELAY", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 6, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_TOTALTIME", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 19, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_HOLDDELAY", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 12, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FLAGS", HANDBOMB_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_THROWIT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOOTS", HANDBOMB_WEAPON);
AddGameVar(aszBuf, DukePipeBombClass->ActorInfo()->TypeNum, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWNTIME", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWN", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOTSPERBURST", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_INITIALSOUND", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIRESOUND", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2TIME", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", HANDBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2SOUND", HANDBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_WORKSLIKE", SHRINKER_WEAPON);
AddGameVar(aszBuf, SHRINKER_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_CLIP", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_RELOAD", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIREDELAY", SHRINKER_WEAPON);
AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_TOTALTIME", SHRINKER_WEAPON);
AddGameVar(aszBuf, 12, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_HOLDDELAY", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FLAGS", SHRINKER_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_GLOWS, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOOTS", SHRINKER_WEAPON);
AddGameVar(aszBuf, DukeShrinkerClass->ActorInfo()->TypeNum, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWNTIME", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWN", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOTSPERBURST", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_INITIALSOUND", SHRINKER_WEAPON);
AddGameVar(aszBuf, SHRINKER_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIRESOUND", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2TIME", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", SHRINKER_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2SOUND", SHRINKER_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_WORKSLIKE", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, DEVISTATOR_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_CLIP", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_RELOAD", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIREDELAY", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_TOTALTIME", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_HOLDDELAY", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FLAGS", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_FIREEVERYOTHER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOOTS", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, DukeRPGClass->ActorInfo()->TypeNum, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWNTIME", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWN", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOTSPERBURST", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_INITIALSOUND", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, CAT_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIRESOUND", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2TIME", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", DEVISTATOR_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2SOUND", DEVISTATOR_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_WORKSLIKE", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, TRIPBOMB_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_CLIP", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_RELOAD", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIREDELAY", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_TOTALTIME", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 16, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_HOLDDELAY", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FLAGS", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_STANDSTILL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOOTS", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, DukeHandHoldingLaserClass->ActorInfo()->TypeNum, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWNTIME", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWN", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOTSPERBURST", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_INITIALSOUND", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIRESOUND", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2TIME", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", TRIPBOMB_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2SOUND", TRIPBOMB_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_WORKSLIKE", FREEZE_WEAPON);
AddGameVar(aszBuf, FREEZE_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_CLIP", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_RELOAD", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIREDELAY", FREEZE_WEAPON);
AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_TOTALTIME", FREEZE_WEAPON);
AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_HOLDDELAY", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FLAGS", FREEZE_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_FIREEVERYOTHER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOOTS", FREEZE_WEAPON);
AddGameVar(aszBuf, DukeFreezeBlastClass->ActorInfo()->TypeNum, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWNTIME", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWN", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOTSPERBURST", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_INITIALSOUND", FREEZE_WEAPON);
AddGameVar(aszBuf, CAT_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIRESOUND", FREEZE_WEAPON);
AddGameVar(aszBuf, CAT_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2TIME", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", FREEZE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2SOUND", FREEZE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
/////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_WORKSLIKE", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, HANDREMOTE_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_CLIP", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_RELOAD", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 10, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIREDELAY", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_TOTALTIME", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 10, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_HOLDDELAY", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FLAGS", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_BOMB_TRIGGER | WEAPON_FLAG_NOVISIBLE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOOTS", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWNTIME", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWN", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOTSPERBURST", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_INITIALSOUND", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIRESOUND", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2TIME", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", HANDREMOTE_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2SOUND", HANDREMOTE_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
///////////////////////////////////////////////////////
sprintf(aszBuf, "WEAPON%d_WORKSLIKE", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_WORKSLIKE", GROW_WEAPON);
AddGameVar(aszBuf, GROW_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_CLIP", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_CLIP", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_RELOAD", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_RELOAD", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIREDELAY", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIREDELAY", GROW_WEAPON);
AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_TOTALTIME", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_TOTALTIME", GROW_WEAPON);
AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_HOLDDELAY", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_HOLDDELAY", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FLAGS", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FLAGS", GROW_WEAPON);
AddGameVar(aszBuf, WEAPON_FLAG_GLOWS, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOOTS", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOOTS", GROW_WEAPON);
AddGameVar(aszBuf, DukeGrowSparkClass->ActorInfo()->TypeNum, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWNTIME", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWNTIME", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SPAWN", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SPAWN", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SHOTSPERBURST", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_INITIALSOUND", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_INITIALSOUND", GROW_WEAPON);
AddGameVar(aszBuf, EXPANDERSHOOT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_FIRESOUND", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_FIRESOUND", GROW_WEAPON);
AddGameVar(aszBuf, EXPANDERSHOOT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2TIME", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2TIME", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", GROW_WEAPON);
snprintf(aszBuf, sizeof(aszBuf), "WEAPON%d_SOUND2SOUND", GROW_WEAPON);
AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
}
AddGameVar("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);

View file

@ -46,11 +46,11 @@ bool playCDtrack(int nTrack, bool bLoop)
char filename[128];
// try ogg vorbis now from root directory.
sprintf(filename, "exhumed%02d.ogg", nTrack);
snprintf(filename, sizeof(filename), "exhumed%02d.ogg", nTrack);
if (!Mus_Play(filename, bLoop))
{
// try ogg vorbis now from GOG MUSIC subdirectory.
sprintf(filename, "track%02d.ogg", nTrack);
snprintf(filename, sizeof(filename), "track%02d.ogg", nTrack);
Mus_Play(filename, bLoop);
}
return true;

View file

@ -1526,7 +1526,7 @@ extern bool NewGame;
extern uint8_t CommPlayers;
extern bool CommEnabled;
extern int LastFrameTics;
extern char ds[];
extern char ds[645];
extern short Skill;
extern int GodMode;

View file

@ -461,8 +461,9 @@ void InventoryKeys(DSWPlayer* pp)
}
else
{
sprintf(ds,"No %s",InventoryData[pp->InventoryNum].Name);
PutStringInfo(pp,ds); // DONT have message
// this needs to be fixed for localization!
FStringf ds("No %s",InventoryData[pp->InventoryNum].Name);
PutStringInfo(pp,ds.GetChars()); // DONT have message
}
}
}

View file

@ -4843,6 +4843,8 @@ const char *SuicideNote[MAX_SUICIDE] =
"did everyone a favor and offed himself."
};
// currently unused, if MP ever becomes workable all this needs to be made localization friendly.
// The texts are already translated for most languages.
char *KilledPlayerMessage(DSWPlayer* pp, DSWPlayer* killer)
{
const int MAX_KILL_NOTES = 16;
@ -4852,59 +4854,59 @@ char *KilledPlayerMessage(DSWPlayer* pp, DSWPlayer* killer)
if (pp->HitBy == killer->GetActor())
{
sprintf(ds,"%s was killed by %s.",p1,p2);
snprintf(ds, sizeof(ds),"%s was killed by %s.",p1,p2);
return ds;
}
else
switch (rnd)
{
case 0:
sprintf(ds,"%s was wasted by %s's %s.",p1,p2,DeathString(pp->HitBy));
snprintf(ds, sizeof(ds),"%s was wasted by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 1:
sprintf(ds,"%s got his ass kicked by %s's %s.",p1,p2,DeathString(pp->HitBy));
snprintf(ds, sizeof(ds),"%s got his ass kicked by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 2:
sprintf(ds,"%s bows down before the mighty power of %s.",p1,p2);
snprintf(ds, sizeof(ds),"%s bows down before the mighty power of %s.",p1,p2);
return ds;
case 3:
sprintf(ds,"%s was killed by %s's %s.",p1,p2,DeathString(pp->HitBy));
snprintf(ds, sizeof(ds),"%s was killed by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 4:
sprintf(ds,"%s got slapped down hard by %s's %s.",p1,p2,DeathString(pp->HitBy));
snprintf(ds, sizeof(ds),"%s got slapped down hard by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 5:
sprintf(ds,"%s got on his knees before %s.",p1,p2);
snprintf(ds, sizeof(ds),"%s got on his knees before %s.",p1,p2);
return ds;
case 6:
sprintf(ds,"%s was totally out classed by %s's %s.",p1,p2,DeathString(pp->HitBy));
snprintf(ds, sizeof(ds),"%s was totally out classed by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 7:
sprintf(ds,"%s got chewed apart by %s's %s.",p1,p2,DeathString(pp->HitBy));
snprintf(ds, sizeof(ds),"%s got chewed apart by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 8:
sprintf(ds,"%s was retired by %s's %s.",p1,p2,DeathString(pp->HitBy));
snprintf(ds, sizeof(ds),"%s was retired by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 9:
sprintf(ds,"%s was greased by %s's %s.",p1,p2,DeathString(pp->HitBy));
snprintf(ds, sizeof(ds),"%s was greased by %s's %s.",p1,p2,DeathString(pp->HitBy));
return ds;
case 10:
sprintf(ds,"%s was humbled lower than dirt by %s.",p1,p2);
snprintf(ds, sizeof(ds),"%s was humbled lower than dirt by %s.",p1,p2);
return ds;
case 11:
sprintf(ds,"%s beats %s like a red headed step child.",p2,p1);
snprintf(ds, sizeof(ds),"%s beats %s like a red headed step child.",p2,p1);
return ds;
case 12:
sprintf(ds,"%s begs for mercy as %s terminates him with extreme prejudice.",p1,p2);
snprintf(ds, sizeof(ds),"%s begs for mercy as %s terminates him with extreme prejudice.",p1,p2);
return ds;
case 13:
sprintf(ds,"%s falls before the superior skills of %s.",p1,p2);
snprintf(ds, sizeof(ds),"%s falls before the superior skills of %s.",p1,p2);
return ds;
case 14:
sprintf(ds,"%s gives %s a beating he'll never forget.",p2,p1);
snprintf(ds, sizeof(ds),"%s gives %s a beating he'll never forget.",p2,p1);
return ds;
case 15:
sprintf(ds,"%s puts the Smack Dab on %s with his %s.",p2,p1,DeathString(pp->HitBy));
snprintf(ds, sizeof(ds),"%s puts the Smack Dab on %s with his %s.",p2,p1,DeathString(pp->HitBy));
return ds;
}
return nullptr;
@ -4925,14 +4927,14 @@ void DoPlayerDeathMessage(DSWPlayer* pp, DSWPlayer* killer)
if (pp == killer && pp == getPlayer(myconnectindex))
{
sprintf(ds,"%s %s",pp->PlayerName,SuicideNote[StdRandomRange(MAX_SUICIDE)]);
snprintf(ds, sizeof(ds),"%s %s",pp->PlayerName,SuicideNote[StdRandomRange(MAX_SUICIDE)]);
SEND_OK = true;
}
else
// I am being killed
if (killer == getPlayer(myconnectindex))
{
sprintf(ds,"%s",KilledPlayerMessage(pp,killer));
snprintf(ds, sizeof(ds),"%s",KilledPlayerMessage(pp,killer));
SEND_OK = true;
}

View file

@ -198,7 +198,7 @@ void InitAmbient(int num, DSWActor* actor)
{
if (num != -1) // skip message for -1 to allow using it for silencing buggy ambient sound sprites (there is one in SW level 9.)
{
sprintf(ds, "Invalid or out of range ambient sound number %d\n", num);
snprintf(ds, sizeof(ds), "Invalid or out of range ambient sound number %d\n", num);
PutStringInfo(getPlayer(screenpeek), ds);
}
return;

View file

@ -5349,7 +5349,7 @@ KeyMain:
if (pp->WpnAmmo[WPN_MINE] >= DamageData[WPN_MINE].max_ammo)
break;
//sprintf(ds,"Sticky Bombs");
//snprintf(ds, sizeof(ds),"Sticky Bombs");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_WPNSTICKY));
PlayerUpdateAmmo(pp, WPN_MINE, DamageData[WPN_MINE].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -5378,7 +5378,7 @@ KeyMain:
if (pp->Flags & (PF_TWO_UZI) && pp->WpnAmmo[WPN_UZI] >= DamageData[WPN_UZI].max_ammo)
break;
//sprintf(ds,"UZI Submachine Gun");
//snprintf(ds, sizeof(ds),"UZI Submachine Gun");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_WPNUZI));
// pp->WpnAmmo[WPN_UZI] += 50;
PlayerUpdateAmmo(pp, WPN_UZI, DamageData[WPN_UZI].weapon_pickup);
@ -5416,7 +5416,7 @@ KeyMain:
case ICON_LG_UZI_AMMO:
if (pp->WpnAmmo[WPN_UZI] >= DamageData[WPN_UZI].max_ammo)
break;
//sprintf(ds,"UZI Clip");
//snprintf(ds, sizeof(ds),"UZI Clip");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_AMMOUZI));
PlayerUpdateAmmo(pp, WPN_UZI, DamageData[WPN_UZI].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -5434,7 +5434,7 @@ KeyMain:
if (pp->WpnFlags & (BIT(WPN_MICRO)) && pp->WpnAmmo[WPN_MICRO] >= DamageData[WPN_MICRO].max_ammo)
break;
//sprintf(ds,"Missile Launcher");
//snprintf(ds, sizeof(ds),"Missile Launcher");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_WPNLAUNCH));
// pp->WpnAmmo[WPN_MICRO] += 5;
PlayerUpdateAmmo(pp, WPN_MICRO, DamageData[WPN_MICRO].weapon_pickup);
@ -5457,7 +5457,7 @@ KeyMain:
case ICON_MICRO_BATTERY:
if (pp->WpnAmmo[WPN_MICRO] >= DamageData[WPN_MICRO].max_ammo)
break;
//sprintf(ds,"Missiles");
//snprintf(ds, sizeof(ds),"Missiles");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_AMMOLAUNCH));
PlayerUpdateAmmo(pp, WPN_MICRO, DamageData[WPN_MICRO].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -5469,7 +5469,7 @@ KeyMain:
case ICON_NUKE:
if (pp->WpnRocketNuke != 1)
{
//sprintf(ds,"Nuclear Warhead");
//snprintf(ds, sizeof(ds),"Nuclear Warhead");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_WPNNUKE));
pp->WpnRocketNuke =uint8_t(DamageData[DMG_NUCLEAR_EXP].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -5501,7 +5501,7 @@ KeyMain:
if (pp->WpnFlags & (BIT(WPN_GRENADE)) && pp->WpnAmmo[WPN_GRENADE] >= DamageData[WPN_GRENADE].max_ammo)
break;
//sprintf(ds,"Grenade Launcher");
//snprintf(ds, sizeof(ds),"Grenade Launcher");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_WPNGRENADE));
// pp->WpnAmmo[WPN_GRENADE] += 6;
PlayerUpdateAmmo(pp, WPN_GRENADE, DamageData[WPN_GRENADE].weapon_pickup);
@ -5526,7 +5526,7 @@ KeyMain:
case ICON_LG_GRENADE:
if (pp->WpnAmmo[WPN_GRENADE] >= DamageData[WPN_GRENADE].max_ammo)
break;
//sprintf(ds,"Grenade Shells");
//snprintf(ds, sizeof(ds),"Grenade Shells");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_AMMOGRENADE));
PlayerUpdateAmmo(pp, WPN_GRENADE, DamageData[WPN_GRENADE].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -5551,7 +5551,7 @@ KeyMain:
break;
case ICON_LG_ROCKET:
sprintf(ds,"20 Missiles");
snprintf(ds, sizeof(ds),"20 Missiles");
PutStringInfo(Player+pnum, ds);
PlayerUpdateAmmo(pp, WPN_ROCKET, 20);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -5571,7 +5571,7 @@ KeyMain:
if (pp->WpnFlags & (BIT(WPN_RAIL)) && pp->WpnAmmo[WPN_RAIL] >= DamageData[WPN_RAIL].max_ammo)
break;
//sprintf(ds,"Rail Gun");
//snprintf(ds, sizeof(ds),"Rail Gun");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_WPNRAILGUN));
PlayerUpdateAmmo(pp, WPN_RAIL, DamageData[WPN_RAIL].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -5602,7 +5602,7 @@ KeyMain:
if (pp->WpnAmmo[WPN_RAIL] >= DamageData[WPN_RAIL].max_ammo)
break;
//sprintf(ds,"Rail Gun Rods");
//snprintf(ds, sizeof(ds),"Rail Gun Rods");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_AMMORAILGUN));
PlayerUpdateAmmo(pp, WPN_RAIL, DamageData[WPN_RAIL].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -5619,7 +5619,7 @@ KeyMain:
if (pp->WpnFlags & (BIT(WPN_SHOTGUN)) && pp->WpnAmmo[WPN_SHOTGUN] >= DamageData[WPN_SHOTGUN].max_ammo)
break;
//sprintf(ds,"Riot Gun");
//snprintf(ds, sizeof(ds),"Riot Gun");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_WPNRIOT));
// pp->WpnAmmo[WPN_SHOTGUN] += 10;
PlayerUpdateAmmo(pp, WPN_SHOTGUN, DamageData[WPN_SHOTGUN].weapon_pickup);
@ -5642,7 +5642,7 @@ KeyMain:
case ICON_LG_SHOTSHELL:
if (pp->WpnAmmo[WPN_SHOTGUN] >= DamageData[WPN_SHOTGUN].max_ammo)
break;
//sprintf(ds,"Shotshells");
//snprintf(ds, sizeof(ds),"Shotshells");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_AMMORIOT));
PlayerUpdateAmmo(pp, WPN_SHOTGUN, DamageData[WPN_SHOTGUN].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash on item pickup
@ -5655,7 +5655,7 @@ KeyMain:
case ICON_AUTORIOT:
if (pp->WpnShotgunAuto != 50)
{
sprintf(ds,"Riot Gun TurboDrive, +50 12-Gauge Slugs");
snprintf(ds, sizeof(ds),"Riot Gun TurboDrive, +50 12-Gauge Slugs");
PutStringInfo(Player+pnum, ds);
pp->WpnShotgunAuto = 50;
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -5686,7 +5686,7 @@ KeyMain:
if (pp->WpnFlags & (BIT(WPN_HOTHEAD)) && pp->WpnAmmo[WPN_HOTHEAD] >= DamageData[WPN_HOTHEAD].max_ammo)
break;
//sprintf(ds,"Guardian Head");
//snprintf(ds, sizeof(ds),"Guardian Head");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_WPNHEAD));
PlayerUpdateAmmo(pp, WPN_HOTHEAD, DamageData[WPN_HOTHEAD].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -5712,7 +5712,7 @@ KeyMain:
if (pp->WpnAmmo[WPN_HOTHEAD] >= DamageData[WPN_HOTHEAD].max_ammo)
break;
//sprintf(ds,"Firebursts");
//snprintf(ds, sizeof(ds),"Firebursts");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_AMMOHEAD));
PlayerUpdateAmmo(pp, WPN_HOTHEAD, DamageData[WPN_HOTHEAD].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -5731,7 +5731,7 @@ KeyMain:
if (pp->WpnFlags & (BIT(WPN_HEART)) && pp->WpnAmmo[WPN_HEART] >= DamageData[WPN_HEART].max_ammo)
break;
//sprintf(ds,"Ripper Heart");
//snprintf(ds, sizeof(ds),"Ripper Heart");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_WPNRIPPER));
PlayerUpdateAmmo(pp, WPN_HEART, DamageData[WPN_HEART].weapon_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -5759,7 +5759,7 @@ KeyMain:
if (pp->WpnAmmo[WPN_HEART] >= DamageData[WPN_HEART].max_ammo)
break;
//sprintf(ds,"Deathcoils");
//snprintf(ds, sizeof(ds),"Deathcoils");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_AMMORIPPER));
PlayerUpdateAmmo(pp, WPN_HEART, DamageData[WPN_HEART].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup
@ -5771,7 +5771,7 @@ KeyMain:
case ICON_HEAT_CARD:
if (pp->WpnRocketHeat != 5)
{
//sprintf(ds,"Heat Seeker Card");
//snprintf(ds, sizeof(ds),"Heat Seeker Card");
PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_AMMONUKE));
pp->WpnRocketHeat = uint8_t(DamageData[DMG_NUCLEAR_EXP].ammo_pickup);
SetFadeAmt(pp,ITEMFLASHAMT,ITEMFLASHCLR); // Flash blue on item pickup