mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 01:11:44 +00:00
1234 lines
42 KiB
C++
1234 lines
42 KiB
C++
//-------------------------------------------------------------------------
|
|
/*
|
|
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;i++)
|
|
{
|
|
if( strcmp(szGameLabel, aGameVars[i].szLabel) == 0 )
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int GetDefID(const char *szGameLabel)
|
|
{
|
|
int i;
|
|
for(i=0;i<iGameVarCount;i++)
|
|
{
|
|
if( strcmp(szGameLabel, aGameVars[i].szLabel) == 0 )
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void ClearGameVars(void)
|
|
{
|
|
// only call this function ONCE (at game init)...
|
|
int i;
|
|
|
|
for (i = 0; i < MAXGAMEVARS; i++)
|
|
{
|
|
aGameVars[i].plValue = nullptr;
|
|
aGameVars[i].szLabel[0] = 0;
|
|
aGameVars[i].dwFlags = 0;
|
|
}
|
|
iGameVarCount=0;
|
|
return;
|
|
}
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// I think the best way to describe the original code here is
|
|
// "utterly broken by design" ...
|
|
// I hope this version is saner, there's really no need to tear down and
|
|
// rebuild the complete set of game vars just to reset them to the defaults...
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void ResetGameVars(void)
|
|
{
|
|
int i;
|
|
|
|
for(i=0;i<iGameVarCount;i++)
|
|
{
|
|
if (!(aGameVars[i].dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC)))
|
|
{
|
|
if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_PERACTOR))
|
|
{
|
|
for (auto& v : aGameVars[i].plArray)
|
|
{
|
|
v = aGameVars[i].defaultValue;
|
|
}
|
|
}
|
|
else if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR)
|
|
{
|
|
aGameVars[i].lValue = aGameVars[i].defaultValue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int GetGameVarID(int id, DDukeActor* sActor, int sPlayer)
|
|
{
|
|
if(id<0 || id >= iGameVarCount)
|
|
{
|
|
Printf("GetGameVarID: Invalid Game ID %d\n", id);
|
|
return -1;
|
|
}
|
|
if (id == g_iThisActorID)
|
|
{
|
|
return sActor->GetSpriteIndex();
|
|
}
|
|
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->GetSpriteIndex()];
|
|
}
|
|
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->GetSpriteIndex()]=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<iGameVarCount;i++)
|
|
{
|
|
if( strcmp(szGameLabel, aGameVars[i].szLabel) == 0 )
|
|
{
|
|
if(aGameVars[i].dwFlags & (GAMEVAR_FLAG_PERACTOR | GAMEVAR_FLAG_PERPLAYER))
|
|
{
|
|
if(aGameVars[i].plArray.Size() == 0)
|
|
{
|
|
Printf("INTERNAL ERROR: NULL array !!!\n");
|
|
}
|
|
return aGameVars[i].plArray.Data();
|
|
}
|
|
return &(aGameVars[i].lValue);
|
|
}
|
|
}
|
|
return NULL;
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Event stuff
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void ClearGameEvents()
|
|
{
|
|
int i;
|
|
for (i=0;i<MAXGAMEEVENTS;i++)
|
|
{
|
|
apScriptGameEvent[i]=(intptr_t)0;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool IsGameEvent(int i)
|
|
{
|
|
if (i<0) return 0;
|
|
if (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<MAXPLAYERS;j++)
|
|
{
|
|
for(i=0;i<12/*MAX_WEAPONS*/;i++)
|
|
{
|
|
sprintf(aszBuf,"WEAPON%d_CLIP",i);
|
|
aplWeaponClip[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
sprintf(aszBuf,"WEAPON%d_RELOAD",i);
|
|
aplWeaponReload[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
sprintf(aszBuf,"WEAPON%d_FIREDELAY",i);
|
|
aplWeaponFireDelay[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
sprintf(aszBuf,"WEAPON%d_TOTALTIME",i);
|
|
aplWeaponTotalTime[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
sprintf(aszBuf,"WEAPON%d_HOLDDELAY",i);
|
|
aplWeaponHoldDelay[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
sprintf(aszBuf,"WEAPON%d_FLAGS",i);
|
|
aplWeaponFlags[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
sprintf(aszBuf,"WEAPON%d_SHOOTS",i);
|
|
aplWeaponShoots[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
sprintf(aszBuf,"WEAPON%d_SPAWNTIME",i);
|
|
aplWeaponSpawnTime[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
sprintf(aszBuf,"WEAPON%d_SPAWN",i);
|
|
aplWeaponSpawn[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
sprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",i);
|
|
aplWeaponShotsPerBurst[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
sprintf(aszBuf,"WEAPON%d_WORKSLIKE",i);
|
|
aplWeaponWorksLike[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
sprintf(aszBuf,"WEAPON%d_INITIALSOUND",i);
|
|
aplWeaponInitialSound[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
sprintf(aszBuf,"WEAPON%d_FIRESOUND",i);
|
|
aplWeaponFireSound[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
sprintf(aszBuf,"WEAPON%d_SOUND2TIME",i);
|
|
aplWeaponSound2Time[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
sprintf(aszBuf,"WEAPON%d_SOUND2SOUND",i);
|
|
aplWeaponSound2Sound[i][j]=GetGameVar(aszBuf,0, nullptr, j);
|
|
|
|
}
|
|
}
|
|
|
|
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");
|
|
}
|
|
|
|
|
|
END_DUKE_NS
|