//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2020 - Christoph Oelckers This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms EDuke enhancements integrated: 04/13/2003 - Matt Saettler Note: EDuke source was in transition. Changes are in-progress in the source as it is released. */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "serializer.h" #include "names.h" #include "build.h" #include "gamevar.h" #include "mapinfo.h" // This currently only works for WW2GI. #include "names_d.h" BEGIN_DUKE_NS MATTGAMEVAR aGameVars[MAXGAMEVARS]; int iGameVarCount; int numActorVars; extern int errorcount, warningcount, line_count; //intptr_t *actorLoadEventScrptr[MAXTILES]; intptr_t apScriptGameEvent[MAXGAMEEVENTS]; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- FSerializer& Serialize(FSerializer& arc, const char* keyname, GameVarValue& w, GameVarValue* def) { if (arc.BeginObject(keyname)) { int type = w.isActor() ? 0 : 1; arc("type", type); switch (type) { case 0: { DDukeActor* a = arc.isWriting() ? w.actor() : nullptr; arc("actor", a); if (arc.isReading()) w = GameVarValue(a); break; } case 1: { auto s = arc.isWriting()? w.value() : 0; arc("value", s); if (arc.isReading()) w = GameVarValue(s); break; } } arc.EndObject(); } return arc; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void SerializeGameVars(FSerializer &arc) { if (arc.BeginObject("gamevars")) { // Only save the ones which hold their own data, i.e. skip pointer variables. for (auto& gv : aGameVars) { if (!(gv.dwFlags & (GAMEVAR_FLAG_PLONG|GAMEVAR_FLAG_PFUNC))) { if (arc.BeginObject(gv.szLabel)) { if (gv.dwFlags & (GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_PERACTOR)) arc("index", gv.indexValue); else arc("value", gv.lValue); arc("initvalue", gv.initValue) .EndObject(); } } } arc.EndObject(); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int AddGameVar(const char* pszLabel, intptr_t lValue, unsigned dwFlags) { if (dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC)) dwFlags |= GAMEVAR_FLAG_SYSTEM; // force system if PLONG int i; for (i = 0; i < iGameVarCount; i++) { if (strcmp(pszLabel, aGameVars[i].szLabel) == 0) { // found it... if ((aGameVars[i].dwFlags & GAMEVAR_FLAG_DEFAULT) || (aGameVars[i].dwFlags & GAMEVAR_FLAG_SYSTEM) ) { // it's OK to replace break; } else return -1; } } if (i < MAXGAMEVARS) { // Set values if (aGameVars[i].dwFlags & GAMEVAR_FLAG_SYSTEM && !(dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC))) { // if existing is system, they only get to change default value.... aGameVars[i].lValue = GameVarValue(lValue); if (!(dwFlags & GAMEVAR_FLAG_NODEFAULT)) { aGameVars[i].defaultValue = GameVarValue(lValue); } } else { strcpy(aGameVars[i].szLabel, pszLabel); aGameVars[i].dwFlags = dwFlags; if (dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC)) { aGameVars[i].plValue = (int*)lValue; } else { aGameVars[i].lValue = GameVarValue(lValue); } if (!(dwFlags & GAMEVAR_FLAG_NODEFAULT)) { aGameVars[i].defaultValue = GameVarValue(lValue); } } aGameVars[i].initValue = GameVarValue(lValue); if (i == iGameVarCount) { // we're adding a new one. iGameVarCount++; } return 1; } else { // no room to add... return -2; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int GetGameID(const char *szGameLabel) { int i; for(i=0;i= iGameVarCount) { Printf("GetGameVarID: Invalid Game ID %d\n", id); return GameVarValue(-1); } if (id == g_iThisActorID) { return GameVarValue(sActor); } if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERPLAYER ) { // for the current player if (sPlayer >= 0 && sPlayer < MAXPLAYERS) return ps[sPlayer].uservars[aGameVars[id].indexValue]; return aGameVars[id].initValue; } else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERACTOR ) { // for the current actor if(sActor != nullptr) { return sActor->uservars[aGameVars[id].indexValue]; } else { return aGameVars[id].initValue; } } else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PLONG ) { if( !aGameVars[id].plValue) { Printf("GetGameVarID NULL PlValues for PLONG Var=%s\n",aGameVars[id].szLabel); } return GameVarValue(*aGameVars[id].plValue); } else if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PFUNC) { if (!aGameVars[id].plValue) { Printf("GetGameVarID NULL PlValues for PFUNC Var=%s\n", aGameVars[id].szLabel); } return GameVarValue(aGameVars[id].getter()); } else { return aGameVars[id].lValue; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void SetGameVarID(int id, GameVarValue lValue, DDukeActor* sActor, int sPlayer) { if(id<0 || id >= iGameVarCount) { Printf("Invalid Game ID %d\n", id); return; } if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERPLAYER ) { // for the current player if (sPlayer >= 0) { if (sPlayer < MAXPLAYERS) ps[sPlayer].uservars[aGameVars[id].indexValue] = lValue; } else { for (int i = connecthead; i >= 0; i = connectpoint2[i]) ps[i].uservars[aGameVars[id].indexValue] = lValue; // set for all players aGameVars[id].initValue = lValue; } } else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERACTOR ) { // for the current actor if (sActor != nullptr) sActor->uservars[aGameVars[id].indexValue] = lValue; else { DukeSpriteIterator it; while (auto actor = it.Next()) actor->uservars[aGameVars[id].indexValue] = lValue; aGameVars[id].initValue = lValue; } } else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PLONG ) { // set the value at pointer *aGameVars[id].plValue = lValue.safeValue(); } else if( !(aGameVars[id].dwFlags & GAMEVAR_FLAG_PFUNC) ) { aGameVars[id].lValue=lValue; } } void SetGameVarID(int id, int lValue, DDukeActor* sActor, int sPlayer) { SetGameVarID(id, GameVarValue(lValue), sActor, sPlayer); } void SetGameVarID(int id, DDukeActor* lValue, DDukeActor* sActor, int sPlayer) { SetGameVarID(id, GameVarValue(lValue), sActor, sPlayer); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- GameVarValue GetGameVar(const char *szGameLabel, GameVarValue lDefault, DDukeActor* sActor, int sPlayer) { for (int i = 0; i < iGameVarCount; i++) { if (strcmp(szGameLabel, aGameVars[i].szLabel) == 0) { return GetGameVarID(i, sActor, sPlayer); } } return lDefault; } GameVarValue GetGameVar(const char* szGameLabel, int lDefault, DDukeActor* sActor, int sPlayer) { return GetGameVar(szGameLabel, GameVarValue(lDefault), sActor, sPlayer); } //--------------------------------------------------------------------------- // // only used for the aplWeapon stuff // //--------------------------------------------------------------------------- int GetGameValuePtr(char *szGameLabel) { for (int i = 0; i < iGameVarCount; i++) { if (strcmp(szGameLabel, aGameVars[i].szLabel) == 0) { if (!(aGameVars[i].dwFlags & (GAMEVAR_FLAG_PERPLAYER))) { I_FatalError("%s was overridden to something other than a player gamevar.", szGameLabel); } return aGameVars[i].indexValue; } } I_FatalError("%s was overridden to something other than a player gamevar.", szGameLabel); return -1; } //--------------------------------------------------------------------------- // // Event stuff // //--------------------------------------------------------------------------- void ClearGameEvents() { int i; for (i=0;i=MAXGAMEEVENTS) return 0; return (apScriptGameEvent[i] != 0); } //--------------------------------------------------------------------------- // // Below lies awful hackery for WW2GI. // //--------------------------------------------------------------------------- int g_iReturnVarID = -1; // var ID of "RETURN" int g_iWeaponVarID = -1; // var ID of "WEAPON" int g_iWorksLikeVarID = -1; // var ID of "WORKSLIKE" int g_iZRangeVarID = -1; // var ID of "ZRANGE" int g_iAngRangeVarID = -1; // var ID of "ANGRANGE" int g_iAimAngleVarID = -1; // var ID of "AUTOAIMANGLE" int g_iAtWithVarID = -1; // var ID of "AtWith" int g_iLoTagID = -1; // var ID of "LOTAG" int g_iHiTagID = -1; // ver ID of "HITAG" int g_iTextureID = -1; // var ID of "TEXTURE" int g_iThisActorID = -1; // var ID of "THISACTOR" static int i_aplWeaponClip[MAX_WEAPONS]; // number of items in clip static int i_aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire) static int i_aplWeaponFireDelay[MAX_WEAPONS]; // delay to fire static int i_aplWeaponFlags[MAX_WEAPONS]; // Flags for weapon static int i_aplWeaponShoots[MAX_WEAPONS]; // what the weapon shoots static int i_aplWeaponSpawnTime[MAX_WEAPONS]; // the frame at which to spawn an item static int i_aplWeaponTotalTime[MAX_WEAPONS]; // The total time the weapon is cycling before next fire. static int i_aplWeaponHoldDelay[MAX_WEAPONS]; // delay after release fire button to fire (0 for none) static int i_aplWeaponSpawn[MAX_WEAPONS]; // the item to spawn static int i_aplWeaponShotsPerBurst[MAX_WEAPONS]; // number of shots per 'burst' (one ammo per 'burst' static int i_aplWeaponWorksLike[MAX_WEAPONS]; // What original the weapon works like static int i_aplWeaponInitialSound[MAX_WEAPONS]; // Sound made when initialy firing. zero for no sound static int i_aplWeaponFireSound[MAX_WEAPONS]; // Sound made when firing (each time for automatic) static int i_aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time static int i_aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID int aplWeaponClip(int weapon, int player) { return ps[player].uservars[i_aplWeaponClip[weapon]].safeValue(); } int aplWeaponReload(int weapon, int player) { return ps[player].uservars[i_aplWeaponReload[weapon]].safeValue(); } int aplWeaponFireDelay(int weapon, int player) { return ps[player].uservars[i_aplWeaponFireDelay[weapon]].safeValue(); } int aplWeaponHoldDelay(int weapon, int player) { return ps[player].uservars[i_aplWeaponHoldDelay[weapon]].safeValue(); } int aplWeaponTotalTime(int weapon, int player) { return ps[player].uservars[i_aplWeaponTotalTime[weapon]].safeValue(); } int aplWeaponFlags(int weapon, int player) { return ps[player].uservars[i_aplWeaponFlags[weapon]].safeValue(); } int aplWeaponShoots(int weapon, int player) { return ps[player].uservars[i_aplWeaponShoots[weapon]].safeValue(); } int aplWeaponSpawnTime(int weapon, int player) { return ps[player].uservars[i_aplWeaponSpawnTime[weapon]].safeValue(); } int aplWeaponSpawn(int weapon, int player) { return ps[player].uservars[i_aplWeaponSpawn[weapon]].safeValue(); } int aplWeaponShotsPerBurst(int weapon, int player) { return ps[player].uservars[i_aplWeaponShotsPerBurst[weapon]].safeValue(); } int aplWeaponWorksLike(int weapon, int player) { return ps[player].uservars[i_aplWeaponWorksLike[weapon]].safeValue(); } int aplWeaponInitialSound(int weapon, int player) { return ps[player].uservars[i_aplWeaponInitialSound[weapon]].safeValue(); } int aplWeaponFireSound(int weapon, int player) { return ps[player].uservars[i_aplWeaponFireSound[weapon]].safeValue(); } int aplWeaponSound2Time(int weapon, int player) { return ps[player].uservars[i_aplWeaponSound2Time[weapon]].safeValue(); } int aplWeaponSound2Sound(int weapon, int player) { return ps[player].uservars[i_aplWeaponSound2Sound[weapon]].safeValue(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void InitGameVarPointers(void) { int i; char aszBuf[64]; // called from game Init AND when level is loaded... for (i = 0; i < 12/*MAX_WEAPONS*/; i++) // Setup only exists for the original 12 weapons. { sprintf(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); i_aplWeaponReload[i] = GetGameValuePtr(aszBuf); sprintf(aszBuf, "WEAPON%d_FIREDELAY", i); i_aplWeaponFireDelay[i] = GetGameValuePtr(aszBuf); sprintf(aszBuf, "WEAPON%d_TOTALTIME", i); i_aplWeaponTotalTime[i] = GetGameValuePtr(aszBuf); sprintf(aszBuf, "WEAPON%d_HOLDDELAY", i); i_aplWeaponHoldDelay[i] = GetGameValuePtr(aszBuf); sprintf(aszBuf, "WEAPON%d_FLAGS", i); i_aplWeaponFlags[i] = GetGameValuePtr(aszBuf); sprintf(aszBuf, "WEAPON%d_SHOOTS", i); i_aplWeaponShoots[i] = GetGameValuePtr(aszBuf); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", i); i_aplWeaponSpawnTime[i] = GetGameValuePtr(aszBuf); sprintf(aszBuf, "WEAPON%d_SPAWN", i); i_aplWeaponSpawn[i] = GetGameValuePtr(aszBuf); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", i); i_aplWeaponShotsPerBurst[i] = GetGameValuePtr(aszBuf); sprintf(aszBuf, "WEAPON%d_WORKSLIKE", i); i_aplWeaponWorksLike[i] = GetGameValuePtr(aszBuf); sprintf(aszBuf, "WEAPON%d_INITIALSOUND", i); i_aplWeaponInitialSound[i] = GetGameValuePtr(aszBuf); sprintf(aszBuf, "WEAPON%d_FIRESOUND", i); i_aplWeaponFireSound[i] = GetGameValuePtr(aszBuf); sprintf(aszBuf, "WEAPON%d_SOUND2TIME", i); i_aplWeaponSound2Time[i] = GetGameValuePtr(aszBuf); sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", i); i_aplWeaponSound2Sound[i] = GetGameValuePtr(aszBuf); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- // These are deliberately not stored in accessible variables anymore. Use is deprecated. int getmap() { return currentLevel->levelNumber; } int getvol() { return currentLevel->cluster; } void AddSystemVars() { // only call ONCE char aszBuf[64]; ///////////////////////////// sprintf(aszBuf, "WEAPON%d_WORKSLIKE", KNEE_WEAPON); AddGameVar(aszBuf, KNEE_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_CLIP", KNEE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_RELOAD", KNEE_WEAPON); AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIREDELAY", KNEE_WEAPON); AddGameVar(aszBuf, 7, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_TOTALTIME", KNEE_WEAPON); AddGameVar(aszBuf, 14, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_HOLDDELAY", KNEE_WEAPON); AddGameVar(aszBuf, 14, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(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); AddGameVar(aszBuf, KNEE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", KNEE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", KNEE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", KNEE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_INITIALSOUND", KNEE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIRESOUND", KNEE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2TIME", KNEE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", KNEE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); ///////////////////////////// sprintf(aszBuf, "WEAPON%d_WORKSLIKE", PISTOL_WEAPON); AddGameVar(aszBuf, PISTOL_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_CLIP", PISTOL_WEAPON); AddGameVar(aszBuf, 12, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_RELOAD", PISTOL_WEAPON); AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIREDELAY", PISTOL_WEAPON); AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_TOTALTIME", PISTOL_WEAPON); AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_HOLDDELAY", PISTOL_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(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); AddGameVar(aszBuf, SHOTSPARK1, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", PISTOL_WEAPON); AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", PISTOL_WEAPON); AddGameVar(aszBuf, SHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", PISTOL_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_INITIALSOUND", PISTOL_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIRESOUND", PISTOL_WEAPON); AddGameVar(aszBuf, PISTOL_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2TIME", PISTOL_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", PISTOL_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); ///////////////////////////// sprintf(aszBuf, "WEAPON%d_WORKSLIKE", SHOTGUN_WEAPON); AddGameVar(aszBuf, SHOTGUN_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_CLIP", SHOTGUN_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_RELOAD", SHOTGUN_WEAPON); AddGameVar(aszBuf, 13, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIREDELAY", SHOTGUN_WEAPON); AddGameVar(aszBuf, 4, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_TOTALTIME", SHOTGUN_WEAPON); AddGameVar(aszBuf, 31, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_HOLDDELAY", SHOTGUN_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FLAGS", SHOTGUN_WEAPON); AddGameVar(aszBuf, WEAPON_FLAG_CHECKATRELOAD, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", SHOTGUN_WEAPON); AddGameVar(aszBuf, SHOTGUN, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", SHOTGUN_WEAPON); AddGameVar(aszBuf, 24, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", SHOTGUN_WEAPON); AddGameVar(aszBuf, SHOTGUNSHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", SHOTGUN_WEAPON); AddGameVar(aszBuf, 7, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_INITIALSOUND", SHOTGUN_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIRESOUND", SHOTGUN_WEAPON); AddGameVar(aszBuf, SHOTGUN_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2TIME", SHOTGUN_WEAPON); AddGameVar(aszBuf, 15, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", SHOTGUN_WEAPON); AddGameVar(aszBuf, SHOTGUN_COCK, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); ///////////////////////////// sprintf(aszBuf, "WEAPON%d_WORKSLIKE", CHAINGUN_WEAPON); AddGameVar(aszBuf, CHAINGUN_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_CLIP", CHAINGUN_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_RELOAD", CHAINGUN_WEAPON); AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIREDELAY", CHAINGUN_WEAPON); AddGameVar(aszBuf, 1, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_TOTALTIME", CHAINGUN_WEAPON); AddGameVar(aszBuf, 10, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_HOLDDELAY", CHAINGUN_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(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); AddGameVar(aszBuf, CHAINGUN, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", CHAINGUN_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", CHAINGUN_WEAPON); AddGameVar(aszBuf, SHELL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", CHAINGUN_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_INITIALSOUND", CHAINGUN_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIRESOUND", CHAINGUN_WEAPON); AddGameVar(aszBuf, CHAINGUN_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2TIME", CHAINGUN_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", CHAINGUN_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); ///////////////////////////// sprintf(aszBuf, "WEAPON%d_WORKSLIKE", RPG_WEAPON); AddGameVar(aszBuf, RPG_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_CLIP", RPG_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_RELOAD", RPG_WEAPON); AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIREDELAY", RPG_WEAPON); AddGameVar(aszBuf, 4, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_TOTALTIME", RPG_WEAPON); AddGameVar(aszBuf, 20, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_HOLDDELAY", RPG_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FLAGS", RPG_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", RPG_WEAPON); AddGameVar(aszBuf, RPG, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", RPG_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", RPG_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", RPG_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_INITIALSOUND", RPG_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIRESOUND", RPG_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2TIME", RPG_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", RPG_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); ///////////////////////////// sprintf(aszBuf, "WEAPON%d_WORKSLIKE", HANDBOMB_WEAPON); AddGameVar(aszBuf, HANDBOMB_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_CLIP", HANDBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_RELOAD", HANDBOMB_WEAPON); AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIREDELAY", HANDBOMB_WEAPON); AddGameVar(aszBuf, 6, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_TOTALTIME", HANDBOMB_WEAPON); AddGameVar(aszBuf, 19, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_HOLDDELAY", HANDBOMB_WEAPON); AddGameVar(aszBuf, 12, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FLAGS", HANDBOMB_WEAPON); AddGameVar(aszBuf, WEAPON_FLAG_THROWIT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", HANDBOMB_WEAPON); AddGameVar(aszBuf, HEAVYHBOMB, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", HANDBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", HANDBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", HANDBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_INITIALSOUND", HANDBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIRESOUND", HANDBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2TIME", HANDBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", HANDBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); ///////////////////////////// sprintf(aszBuf, "WEAPON%d_WORKSLIKE", SHRINKER_WEAPON); AddGameVar(aszBuf, SHRINKER_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_CLIP", SHRINKER_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_RELOAD", SHRINKER_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIREDELAY", SHRINKER_WEAPON); AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_TOTALTIME", SHRINKER_WEAPON); AddGameVar(aszBuf, 12, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_HOLDDELAY", SHRINKER_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FLAGS", SHRINKER_WEAPON); AddGameVar(aszBuf, WEAPON_FLAG_GLOWS, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", SHRINKER_WEAPON); AddGameVar(aszBuf, SHRINKER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", SHRINKER_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", SHRINKER_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", SHRINKER_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_INITIALSOUND", SHRINKER_WEAPON); AddGameVar(aszBuf, SHRINKER_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIRESOUND", SHRINKER_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2TIME", SHRINKER_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", SHRINKER_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); ///////////////////////////// sprintf(aszBuf, "WEAPON%d_WORKSLIKE", DEVISTATOR_WEAPON); AddGameVar(aszBuf, DEVISTATOR_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_CLIP", DEVISTATOR_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_RELOAD", DEVISTATOR_WEAPON); AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIREDELAY", DEVISTATOR_WEAPON); AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_TOTALTIME", DEVISTATOR_WEAPON); AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_HOLDDELAY", DEVISTATOR_WEAPON); AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FLAGS", DEVISTATOR_WEAPON); AddGameVar(aszBuf, WEAPON_FLAG_FIREEVERYOTHER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", DEVISTATOR_WEAPON); AddGameVar(aszBuf, RPG, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", DEVISTATOR_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", DEVISTATOR_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", DEVISTATOR_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_INITIALSOUND", DEVISTATOR_WEAPON); AddGameVar(aszBuf, CAT_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIRESOUND", DEVISTATOR_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2TIME", DEVISTATOR_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", DEVISTATOR_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); ///////////////////////////// sprintf(aszBuf, "WEAPON%d_WORKSLIKE", TRIPBOMB_WEAPON); AddGameVar(aszBuf, TRIPBOMB_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_CLIP", TRIPBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_RELOAD", TRIPBOMB_WEAPON); AddGameVar(aszBuf, 30, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIREDELAY", TRIPBOMB_WEAPON); AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_TOTALTIME", TRIPBOMB_WEAPON); AddGameVar(aszBuf, 16, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_HOLDDELAY", TRIPBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FLAGS", TRIPBOMB_WEAPON); AddGameVar(aszBuf, WEAPON_FLAG_STANDSTILL, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", TRIPBOMB_WEAPON); AddGameVar(aszBuf, HANDHOLDINGLASER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", TRIPBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", TRIPBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", TRIPBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_INITIALSOUND", TRIPBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIRESOUND", TRIPBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2TIME", TRIPBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", TRIPBOMB_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); ///////////////////////////// sprintf(aszBuf, "WEAPON%d_WORKSLIKE", FREEZE_WEAPON); AddGameVar(aszBuf, FREEZE_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_CLIP", FREEZE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_RELOAD", FREEZE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIREDELAY", FREEZE_WEAPON); AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_TOTALTIME", FREEZE_WEAPON); AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_HOLDDELAY", FREEZE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FLAGS", FREEZE_WEAPON); AddGameVar(aszBuf, WEAPON_FLAG_FIREEVERYOTHER, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", FREEZE_WEAPON); AddGameVar(aszBuf, FREEZEBLAST, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", FREEZE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", FREEZE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", FREEZE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_INITIALSOUND", FREEZE_WEAPON); AddGameVar(aszBuf, CAT_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIRESOUND", FREEZE_WEAPON); AddGameVar(aszBuf, CAT_FIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2TIME", FREEZE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", FREEZE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); ///////////////////////////// sprintf(aszBuf, "WEAPON%d_WORKSLIKE", HANDREMOTE_WEAPON); AddGameVar(aszBuf, HANDREMOTE_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_CLIP", HANDREMOTE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_RELOAD", HANDREMOTE_WEAPON); AddGameVar(aszBuf, 10, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIREDELAY", HANDREMOTE_WEAPON); AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_TOTALTIME", HANDREMOTE_WEAPON); AddGameVar(aszBuf, 10, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_HOLDDELAY", HANDREMOTE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(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); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", HANDREMOTE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", HANDREMOTE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", HANDREMOTE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_INITIALSOUND", HANDREMOTE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIRESOUND", HANDREMOTE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2TIME", HANDREMOTE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2SOUND", HANDREMOTE_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); /////////////////////////////////////////////////////// sprintf(aszBuf, "WEAPON%d_WORKSLIKE", GROW_WEAPON); AddGameVar(aszBuf, GROW_WEAPON, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_CLIP", GROW_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_RELOAD", GROW_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIREDELAY", GROW_WEAPON); AddGameVar(aszBuf, 2, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_TOTALTIME", GROW_WEAPON); AddGameVar(aszBuf, 5, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_HOLDDELAY", GROW_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FLAGS", GROW_WEAPON); AddGameVar(aszBuf, WEAPON_FLAG_GLOWS, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOOTS", GROW_WEAPON); AddGameVar(aszBuf, GROWSPARK, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWNTIME", GROW_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SPAWN", GROW_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SHOTSPERBURST", GROW_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_INITIALSOUND", GROW_WEAPON); AddGameVar(aszBuf, EXPANDERSHOOT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_FIRESOUND", GROW_WEAPON); AddGameVar(aszBuf, EXPANDERSHOOT, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(aszBuf, "WEAPON%d_SOUND2TIME", GROW_WEAPON); AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); sprintf(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); AddGameVar("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); AddGameVar("STICKYBOMB_LIFETIME", NAM_GRENADE_LIFETIME, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); AddGameVar("STICKYBOMB_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); AddGameVar("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM); AddGameVar("WEAPON", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM); AddGameVar("WORKSLIKE", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM); AddGameVar("RETURN", 0, GAMEVAR_FLAG_SYSTEM); AddGameVar("ZRANGE", 0, GAMEVAR_FLAG_SYSTEM); AddGameVar("ANGRANGE", 0, GAMEVAR_FLAG_SYSTEM); AddGameVar("AUTOAIMANGLE", 0, GAMEVAR_FLAG_SYSTEM); AddGameVar("LOTAG", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM); AddGameVar("HITAG", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM); AddGameVar("TEXTURE", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM); AddGameVar("THISACTOR", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM); AddGameVar("ATWITH", 0, GAMEVAR_FLAG_READONLY | GAMEVAR_FLAG_SYSTEM); AddGameVar("RESPAWN_MONSTERS", (intptr_t)&ud.respawn_monsters,GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); AddGameVar("RESPAWN_ITEMS",(intptr_t)&ud.respawn_items, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); AddGameVar("RESPAWN_INVENTORY",(intptr_t)&ud.respawn_inventory, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); AddGameVar("MONSTERS_OFF",(intptr_t)&ud.monsters_off, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); AddGameVar("MARKER",(intptr_t)&ud.marker, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); AddGameVar("FFIRE",(intptr_t)&ud.ffire, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); AddGameVar("LEVEL", (intptr_t)getmap, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PFUNC | GAMEVAR_FLAG_READONLY); AddGameVar("VOLUME",(intptr_t)getvol, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PFUNC | GAMEVAR_FLAG_READONLY); AddGameVar("COOP",(intptr_t)&ud.coop, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); AddGameVar("MULTIMODE",(intptr_t)&ud.multimode, GAMEVAR_FLAG_SYSTEM | GAMEVAR_FLAG_PLONG); } void FinalizeGameVars(void) { int weapNdx = 0, actorNdx = 0; for (int i = 0; i < iGameVarCount; i++) { if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERPLAYER) { aGameVars[i].indexValue = weapNdx++; } if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR) { aGameVars[i].indexValue = actorNdx++; } } for (auto& pl : ps) pl.uservars.Resize(weapNdx); ResetGameVars(); numActorVars = actorNdx; InitGameVarPointers(); g_iReturnVarID=GetGameID("RETURN"); g_iWeaponVarID=GetGameID("WEAPON"); g_iWorksLikeVarID=GetGameID("WORKSLIKE"); g_iZRangeVarID=GetGameID("ZRANGE"); g_iAngRangeVarID=GetGameID("ANGRANGE"); g_iAimAngleVarID=GetGameID("AUTOAIMANGLE"); g_iAtWithVarID = GetGameID("ATWITH"); g_iLoTagID = GetGameID("LOTAG"); g_iHiTagID = GetGameID("HITAG"); g_iTextureID = GetGameID("TEXTURE"); g_iThisActorID = GetGameID("THISACTOR"); } void SetupGameVarsForActor(DDukeActor* actor) { actor->uservars.Resize(numActorVars); for (int i = 0; i < iGameVarCount; i++) { if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR) { actor->uservars[aGameVars[i].indexValue] = aGameVars[i].initValue; } } } END_DUKE_NS