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1234 lines
42 KiB
C++
1234 lines
42 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "serializer.h"
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#include "names.h"
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#include "build.h"
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#include "gamevar.h"
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#include "mapinfo.h"
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// This currently only works for WW2GI.
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#include "names_d.h"
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BEGIN_DUKE_NS
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MATTGAMEVAR aGameVars[MAXGAMEVARS];
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int iGameVarCount;
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extern int errorcount, warningcount, line_count;
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//intptr_t *actorLoadEventScrptr[MAXTILES];
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intptr_t apScriptGameEvent[MAXGAMEEVENTS];
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void SerializeGameVars(FSerializer &arc)
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{
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if (arc.BeginObject("gamevars"))
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{
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// Only save the ones which hold their own data, i.e. skip pointer variables.
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for (auto& gv : aGameVars)
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{
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if (!(gv.dwFlags & (GAMEVAR_FLAG_PLONG|GAMEVAR_FLAG_PFUNC)))
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{
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if (arc.BeginObject(gv.szLabel))
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{
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arc("value", gv.lValue);
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if (gv.dwFlags & (GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_PERACTOR))
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{
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arc("array", gv.plArray);
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}
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arc.EndObject();
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}
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}
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}
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arc.EndObject();
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int AddGameVar(const char* pszLabel, intptr_t lValue, unsigned dwFlags)
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{
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int i;
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int j;
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int b = 0;
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if (dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC))
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dwFlags |= GAMEVAR_FLAG_SYSTEM; // force system if PLONG
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for (i = 0; i < iGameVarCount; i++)
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{
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if (strcmp(pszLabel, aGameVars[i].szLabel) == 0)
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{
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// found it...
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if ((aGameVars[i].dwFlags & GAMEVAR_FLAG_DEFAULT)
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|| (aGameVars[i].dwFlags & GAMEVAR_FLAG_SYSTEM)
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)
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{
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// it's OK to replace
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break;
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}
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else return -1;
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}
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}
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if (i < MAXGAMEVARS)
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{
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// Set values
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if (aGameVars[i].dwFlags & GAMEVAR_FLAG_SYSTEM && !(dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC)))
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{
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// if existing is system, they only get to change default value....
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aGameVars[i].lValue = (int)lValue;
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if (!(dwFlags & GAMEVAR_FLAG_NODEFAULT))
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{
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aGameVars[i].defaultValue = (int)lValue;
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}
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}
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else
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{
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strcpy(aGameVars[i].szLabel, pszLabel);
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aGameVars[i].dwFlags = dwFlags;
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if (dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC))
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{
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aGameVars[i].plValue = (int*)lValue;
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}
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else
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{
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aGameVars[i].lValue = (int)lValue;
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}
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if (!(dwFlags & GAMEVAR_FLAG_NODEFAULT))
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{
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aGameVars[i].defaultValue = (int)lValue;
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}
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}
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if (i == iGameVarCount)
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{
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// we're adding a new one.
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iGameVarCount++;
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}
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if (!(aGameVars[i].dwFlags & GAMEVAR_FLAG_SYSTEM))
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{
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// only free if not system
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aGameVars[i].plArray.Reset();
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}
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if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERPLAYER)
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{
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aGameVars[i].plArray.Resize(MAXPLAYERS);
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for (j = 0; j < MAXPLAYERS; j++)
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{
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aGameVars[i].plArray[j] = (int)lValue;
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}
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}
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else if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR)
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{
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aGameVars[i].plArray.Resize(MAXSPRITES);
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for (j = 0; j < MAXSPRITES; j++)
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{
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aGameVars[i].plArray[j] = (int)lValue;
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}
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}
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return 1;
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}
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else
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{
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// no room to add...
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return -2;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int GetGameID(const char *szGameLabel)
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{
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int i;
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for(i=0;i<iGameVarCount;i++)
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{
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if( strcmp(szGameLabel, aGameVars[i].szLabel) == 0 )
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{
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return i;
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}
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}
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return -1;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int GetDefID(const char *szGameLabel)
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{
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int i;
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for(i=0;i<iGameVarCount;i++)
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{
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if( strcmp(szGameLabel, aGameVars[i].szLabel) == 0 )
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{
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return i;
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}
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}
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return -1;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void ClearGameVars(void)
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{
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// only call this function ONCE (at game init)...
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int i;
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for (i = 0; i < MAXGAMEVARS; i++)
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{
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aGameVars[i].plValue = nullptr;
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aGameVars[i].szLabel[0] = 0;
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aGameVars[i].dwFlags = 0;
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}
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iGameVarCount=0;
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return;
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}
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//---------------------------------------------------------------------------
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//
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// I think the best way to describe the original code here is
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// "utterly broken by design" ...
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// I hope this version is saner, there's really no need to tear down and
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// rebuild the complete set of game vars just to reset them to the defaults...
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//
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//---------------------------------------------------------------------------
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void ResetGameVars(void)
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{
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int i;
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for(i=0;i<iGameVarCount;i++)
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{
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if (!(aGameVars[i].dwFlags & (GAMEVAR_FLAG_PLONG | GAMEVAR_FLAG_PFUNC)))
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{
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if (aGameVars[i].dwFlags & (GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_PERACTOR))
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{
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for (auto& v : aGameVars[i].plArray)
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{
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v = aGameVars[i].defaultValue;
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}
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}
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else if (aGameVars[i].dwFlags & GAMEVAR_FLAG_PERACTOR)
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{
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aGameVars[i].lValue = aGameVars[i].defaultValue;
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}
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int GetGameVarID(int id, DDukeActor* sActor, int sPlayer)
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{
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if(id<0 || id >= iGameVarCount)
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{
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Printf("GetGameVarID: Invalid Game ID %d\n", id);
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return -1;
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}
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if (id == g_iThisActorID)
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{
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return sActor->GetIndex();
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}
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if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERPLAYER )
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{
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// for the current player
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if(sPlayer >=0 && sPlayer < MAXPLAYERS)
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{
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return aGameVars[id].plArray[sPlayer];
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}
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else
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{
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return aGameVars[id].lValue;
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}
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}
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else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERACTOR )
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{
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// for the current actor
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if(sActor != nullptr)
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{
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return aGameVars[id].plArray[sActor->GetIndex()];
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}
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else
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{
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return aGameVars[id].lValue;
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}
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}
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else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PLONG )
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{
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if( !aGameVars[id].plValue)
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{
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Printf("GetGameVarID NULL PlValues for PLONG Var=%s\n",aGameVars[id].szLabel);
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}
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return *aGameVars[id].plValue;
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}
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else if (aGameVars[id].dwFlags & GAMEVAR_FLAG_PFUNC)
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{
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if (!aGameVars[id].plValue)
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{
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Printf("GetGameVarID NULL PlValues for PFUNC Var=%s\n", aGameVars[id].szLabel);
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}
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return aGameVars[id].getter();
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}
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else
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{
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return aGameVars[id].lValue;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void SetGameVarID(int id, int lValue, DDukeActor* sActor, int sPlayer)
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{
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if(id<0 || id >= iGameVarCount)
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{
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Printf("Invalid Game ID %d\n", id);
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return;
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}
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if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERPLAYER )
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{
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// for the current player
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if (sPlayer >= 0) aGameVars[id].plArray[sPlayer] = lValue;
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else for (auto& i : aGameVars[id].plArray) i = lValue; // -1 sets all players - was undefined OOB access in WW2GI.
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}
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else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PERACTOR )
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{
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// for the current actor
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if (sActor != nullptr) aGameVars[id].plArray[sActor->GetIndex()]=lValue;
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else for (auto& i : aGameVars[id].plArray) i = lValue; // -1 sets all actors - was undefined OOB access in WW2GI.
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}
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else if( aGameVars[id].dwFlags & GAMEVAR_FLAG_PLONG )
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{
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// set the value at pointer
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*aGameVars[id].plValue=lValue;
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}
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else if( !(aGameVars[id].dwFlags & GAMEVAR_FLAG_PFUNC) )
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{
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aGameVars[id].lValue=lValue;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int GetGameVar(const char *szGameLabel, int lDefault, DDukeActor* sActor, int sPlayer)
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{
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for (int i = 0; i < iGameVarCount; i++)
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{
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if (strcmp(szGameLabel, aGameVars[i].szLabel) == 0)
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{
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return GetGameVarID(i, sActor, sPlayer);
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}
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}
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return lDefault;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int *GetGameValuePtr(char *szGameLabel)
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{
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int i;
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for(i=0;i<iGameVarCount;i++)
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{
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if( strcmp(szGameLabel, aGameVars[i].szLabel) == 0 )
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{
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if(aGameVars[i].dwFlags & (GAMEVAR_FLAG_PERACTOR | GAMEVAR_FLAG_PERPLAYER))
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{
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if(aGameVars[i].plArray.Size() == 0)
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{
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Printf("INTERNAL ERROR: NULL array !!!\n");
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}
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return aGameVars[i].plArray.Data();
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}
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return &(aGameVars[i].lValue);
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}
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}
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return NULL;
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}
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//---------------------------------------------------------------------------
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//
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// Event stuff
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//
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//---------------------------------------------------------------------------
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void ClearGameEvents()
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{
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int i;
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for (i=0;i<MAXGAMEEVENTS;i++)
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{
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apScriptGameEvent[i]=(intptr_t)0;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool IsGameEvent(int i)
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{
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if (i<0) return 0;
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if (i>=MAXGAMEEVENTS) return 0;
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return (apScriptGameEvent[i] != 0);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int *aplWeaponClip[MAX_WEAPONS]; // number of items in clip
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int *aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire)
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int *aplWeaponFireDelay[MAX_WEAPONS]; // delay to fire
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int *aplWeaponHoldDelay[MAX_WEAPONS]; // delay after release fire button to fire (0 for none)
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int *aplWeaponTotalTime[MAX_WEAPONS]; // The total time the weapon is cycling before next fire.
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int *aplWeaponFlags[MAX_WEAPONS]; // Flags for weapon
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int *aplWeaponShoots[MAX_WEAPONS]; // what the weapon shoots
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int *aplWeaponSpawnTime[MAX_WEAPONS]; // the frame at which to spawn an item
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int *aplWeaponSpawn[MAX_WEAPONS]; // the item to spawn
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int *aplWeaponShotsPerBurst[MAX_WEAPONS]; // number of shots per 'burst' (one ammo per 'burst'
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int *aplWeaponWorksLike[MAX_WEAPONS]; // What original the weapon works like
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int *aplWeaponInitialSound[MAX_WEAPONS]; // Sound made when initialy firing. zero for no sound
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int *aplWeaponFireSound[MAX_WEAPONS]; // Sound made when firing (each time for automatic)
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int *aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time
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int *aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID
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int g_iReturnVarID = -1; // var ID of "RETURN"
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int g_iWeaponVarID = -1; // var ID of "WEAPON"
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int g_iWorksLikeVarID = -1; // var ID of "WORKSLIKE"
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int g_iZRangeVarID = -1; // var ID of "ZRANGE"
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int g_iAngRangeVarID = -1; // var ID of "ANGRANGE"
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int g_iAimAngleVarID = -1; // var ID of "AUTOAIMANGLE"
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int g_iAtWithVarID = -1; // var ID of "AtWith"
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int g_iLoTagID = -1; // var ID of "LOTAG"
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int g_iHiTagID = -1; // ver ID of "HITAG"
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int g_iTextureID = -1; // var ID of "TEXTURE"
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int g_iThisActorID = -1; // var ID of "THISACTOR"
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void InitGameVarPointers(void)
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{
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int i;
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char aszBuf[64];
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// called from game Init AND when level is loaded...
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for(i=0;i<12/*MAX_WEAPONS*/;i++) // Setup only exists for the original 12 weapons.
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{
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sprintf(aszBuf,"WEAPON%d_CLIP",i);
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aplWeaponClip[i]=GetGameValuePtr(aszBuf);
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if(!aplWeaponClip[i])
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{
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I_FatalError("ERROR: NULL Weapon\n");
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}
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sprintf(aszBuf,"WEAPON%d_RELOAD",i);
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aplWeaponReload[i]=GetGameValuePtr(aszBuf);
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sprintf(aszBuf,"WEAPON%d_FIREDELAY",i);
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aplWeaponFireDelay[i]=GetGameValuePtr(aszBuf);
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sprintf(aszBuf,"WEAPON%d_TOTALTIME",i);
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aplWeaponTotalTime[i]=GetGameValuePtr(aszBuf);
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sprintf(aszBuf,"WEAPON%d_HOLDDELAY",i);
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aplWeaponHoldDelay[i]=GetGameValuePtr(aszBuf);
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sprintf(aszBuf,"WEAPON%d_FLAGS",i);
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aplWeaponFlags[i]=GetGameValuePtr(aszBuf);
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sprintf(aszBuf,"WEAPON%d_SHOOTS",i);
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aplWeaponShoots[i]=GetGameValuePtr(aszBuf);
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sprintf(aszBuf,"WEAPON%d_SPAWNTIME",i);
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aplWeaponSpawnTime[i]=GetGameValuePtr(aszBuf);
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sprintf(aszBuf,"WEAPON%d_SPAWN",i);
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aplWeaponSpawn[i]=GetGameValuePtr(aszBuf);
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sprintf(aszBuf,"WEAPON%d_SHOTSPERBURST",i);
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aplWeaponShotsPerBurst[i]=GetGameValuePtr(aszBuf);
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sprintf(aszBuf,"WEAPON%d_WORKSLIKE",i);
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aplWeaponWorksLike[i]=GetGameValuePtr(aszBuf);
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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
|