//------------------------------------------------------------------------- /* 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; extern int errorcount, warningcount, line_count; //intptr_t *actorLoadEventScrptr[MAXTILES]; intptr_t apScriptGameEvent[MAXGAMEEVENTS]; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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)) { arc("value", gv.lValue); if (gv.dwFlags & (GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_PERACTOR)) { arc("array", gv.plArray); } arc.EndObject(); } } } arc.EndObject(); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int AddGameVar(const char* pszLabel, intptr_t lValue, unsigned dwFlags) { int i; int j; int b = 0; if (dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC)) dwFlags |= GAMEVAR_FLAG_SYSTEM; // force system if PLONG 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 = (int)lValue; if (!(dwFlags & GAMEVAR_FLAG_NODEFAULT)) { aGameVars[i].defaultValue = (int)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 = (int)lValue; } if (!(dwFlags & GAMEVAR_FLAG_NODEFAULT)) { aGameVars[i].defaultValue = (int)lValue; } } if (i == iGameVarCount) { // we're adding a new one. iGameVarCount++; } if (!(aGameVars[i].dwFlags & GAMEVAR_FLAG_SYSTEM)) { // only free if not system aGameVars[i].plArray.Reset(); } if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERPLAYER) { aGameVars[i].plArray.Resize(MAXPLAYERS); for (j = 0; j < MAXPLAYERS; j++) { aGameVars[i].plArray[j] = (int)lValue; } } else if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR) { aGameVars[i].plArray.Resize(MAXSPRITES); for (j = 0; j < MAXSPRITES; j++) { aGameVars[i].plArray[j] = (int)lValue; } } 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 -1; } if (id == g_iThisActorID) { return sActor->GetIndex(); } if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERPLAYER ) { // for the current player if(sPlayer >=0 && sPlayer < MAXPLAYERS) { return aGameVars[id].plArray[sPlayer]; } else { return aGameVars[id].lValue; } } else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERACTOR ) { // for the current actor if(sActor != nullptr) { return aGameVars[id].plArray[sActor->GetIndex()]; } else { return aGameVars[id].lValue; } } 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 *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 aGameVars[id].getter(); } else { return aGameVars[id].lValue; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void SetGameVarID(int id, int 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) aGameVars[id].plArray[sPlayer] = lValue; else for (auto& i : aGameVars[id].plArray) i = lValue; // -1 sets all players - was undefined OOB access in WW2GI. } else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERACTOR ) { // for the current actor if (sActor != nullptr) aGameVars[id].plArray[sActor->GetIndex()]=lValue; else for (auto& i : aGameVars[id].plArray) i = lValue; // -1 sets all actors - was undefined OOB access in WW2GI. } else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PLONG ) { // set the value at pointer *aGameVars[id].plValue=lValue; } else if( !(aGameVars[id].dwFlags & GAMEVAR_FLAG_PFUNC) ) { aGameVars[id].lValue=lValue; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int GetGameVar(const char *szGameLabel, int 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; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int *GetGameValuePtr(char *szGameLabel) { int i; for(i=0;i=MAXGAMEEVENTS) return 0; return (apScriptGameEvent[i] != 0); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int *aplWeaponClip[MAX_WEAPONS]; // number of items in clip int *aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire) int *aplWeaponFireDelay[MAX_WEAPONS]; // delay to fire int *aplWeaponHoldDelay[MAX_WEAPONS]; // delay after release fire button to fire (0 for none) int *aplWeaponTotalTime[MAX_WEAPONS]; // The total time the weapon is cycling before next fire. int *aplWeaponFlags[MAX_WEAPONS]; // Flags for weapon int *aplWeaponShoots[MAX_WEAPONS]; // what the weapon shoots int *aplWeaponSpawnTime[MAX_WEAPONS]; // the frame at which to spawn an item int *aplWeaponSpawn[MAX_WEAPONS]; // the item to spawn int *aplWeaponShotsPerBurst[MAX_WEAPONS]; // number of shots per 'burst' (one ammo per 'burst' int *aplWeaponWorksLike[MAX_WEAPONS]; // What original the weapon works like int *aplWeaponInitialSound[MAX_WEAPONS]; // Sound made when initialy firing. zero for no sound int *aplWeaponFireSound[MAX_WEAPONS]; // Sound made when firing (each time for automatic) int *aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time int *aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID 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" //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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); aplWeaponClip[i]=GetGameValuePtr(aszBuf); if(!aplWeaponClip[i]) { I_FatalError("ERROR: NULL Weapon\n"); } sprintf(aszBuf,"WEAPON%d_RELOAD",i); aplWeaponReload[i]=GetGameValuePtr(aszBuf); sprintf(aszBuf,"WEAPON%d_FIREDELAY",i); aplWeaponFireDelay[i]=GetGameValuePtr(aszBuf); sprintf(aszBuf,"WEAPON%d_TOTALTIME",i); aplWeaponTotalTime[i]=GetGameValuePtr(aszBuf); sprintf(aszBuf,"WEAPON%d_HOLDDELAY",i); aplWeaponHoldDelay[i]=GetGameValuePtr(aszBuf); sprintf(aszBuf,"WEAPON%d_FLAGS",i); aplWeaponFlags[i]=GetGameValuePtr(aszBuf); sprintf(aszBuf,"WEAPON%d_SHOOTS",i); aplWeaponShoots[i]=GetGameValuePtr(aszBuf); sprintf(aszBuf,"WEAPON%d_SPAWNTIME",i); aplWeaponSpawnTime[i]=GetGameValuePtr(aszBuf); sprintf(aszBuf,"WEAPON%d_SPAWN",i); aplWeaponSpawn[i]=GetGameValuePtr(aszBuf); sprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",i); aplWeaponShotsPerBurst[i]=GetGameValuePtr(aszBuf); sprintf(aszBuf,"WEAPON%d_WORKSLIKE",i); aplWeaponWorksLike[i]=GetGameValuePtr(aszBuf); sprintf(aszBuf,"WEAPON%d_INITIALSOUND",i); aplWeaponInitialSound[i]=GetGameValuePtr(aszBuf); sprintf(aszBuf,"WEAPON%d_FIRESOUND",i); aplWeaponFireSound[i]=GetGameValuePtr(aszBuf); sprintf(aszBuf,"WEAPON%d_SOUND2TIME",i); aplWeaponSound2Time[i]=GetGameValuePtr(aszBuf); sprintf(aszBuf,"WEAPON%d_SOUND2SOUND",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 ResetSystemDefaults(void) { // call many times... int i,j; char aszBuf[64]; for(j=0;j