raze/source/games/duke/src/gamevar.cpp
2021-05-12 21:50:01 +02:00

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->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<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