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'''defineprojectile''' <tilenum> <function> <value>
These are [[gamevar]]s which are defined as direct pointers to internal variables in the game.  While some will change frequently, others will remain static for the whole game.


Defines a projectile to be fired by the [[shoot]] command and its variants.
Please note that the values of most of these variables will be different on each peer, so you must be careful for anything that could possibly have an effect on sync.


First, we must figure out a proper WORKSLIKE flag for our projectile.
The "Current actor or player" group of variables point to the current actor/player. The other ones point to internal and usually global variables.


To determine the proper WORKSLIKE flag for your projectile, simply add the numbers for the various functions you'd like your projectile to have together.  Obviously, some flags are not compatible.  Note that either PROJECTILE_FLAG_HITSCAN, PROJECTILE_FLAG_RPG or PROJECTILE_FLAG_KNEE must be part of your WORKSLIKE flag.
<strong>Do not attempt to redefine these unless you know what you are doing or you will have problems.</strong>


If the velocity is too high (usually over 1000), clipping errors may increse drastically. Instead, set PROJ_VELMULT and a lower PROJ_VEL.
<div style="column-count:3;-moz-column-count:3;">
=== Map ===


To be able to use the [[ifwasweapon]] with custom RPG-type projectiles (PROJ_WORKSLIKE includes bit 2), make sure to include the PROJECTILE_FLAG_RPG_IMPACT flag (32768) in PROJ_WORKSLIKE.
*[[FFIRE]]
*[[LEVEL]]
*[[MARKER]]
*[[MONSTERS_OFF]]
*[[numsectors]]
*[[NUMSECTORS]]
*[[NUMWALLS]]
*[[Numsprites]]
*[[RESPAWN_INVENTORY]]
*[[RESPAWN_ITEMS]]
*[[RESPAWN_MONSTERS]]
*[[VOLUME]]


== Functions ==
=== Multiplayer ===


{| {{prettytable}}
*[[COOP]]
|-
*[[MULTIMODE]]
| '''PROJ_WORKSLIKE''' || Used to set flags for projectile function. Add all the desired flags together, and use that value for <flag value>. This works similar to [[cstat (sprite)|cstat]].
*[[gametype_flags]]
*[[lastsavepos]]
*[[myconnectindex]]
*[[numplayers]]
*[[randomseed]]
*[[screenpeek]]
 
=== Current actor or player ===
 
*[[ANGRANGE]]
*[[AUTOAIMANGLE]]
*[[GRENADE_LIFETIME]]
*[[GRENADE_LIFETIME_VAR]]
*[[PIPEBOMB_CONTROL]]
*[[PLR_MORALE]]
*[[RETURN]]
*[[STICKYBOMB_LIFETIME]]
*[[STICKYBOMB_LIFETIME_VAR]]
*[[THISACTOR]]
*[[TRIPBOMB_CONTROL]]
*[[WORKSLIKE]]
*[[ZRANGE]]
 
=== Screen drawing ===
 
*[[MENU_TILE]]
*[[gs]]
*[[gun_pos]]
*[[looking_angSR1]]
*[[looking_arc]]
*[[totalclock]]
*[[weapon_xoffset]]
*[[weaponcount]]
*[[windowx1]]
*[[windowx2]]
*[[windowy1]]
*[[windowy2]]
*[[xdim]]
*[[ydim]]
 
=== Renderer ===
 
*[[framerate]]
*[[rendmode]]
*[[yxaspect]]
*[[viewingrange]]
 
=== Misc ===
 
*[[CLIPMASK0]]
*[[CLIPMASK1]]
*[[LOGO_FLAGS]]
*[[current_menu]]
*[[currentweapon]]
*[[display_mirror]]
*[[gravitationalconstant]]
 
=== Camera===
 
*[[cameraang]]
*[[cameraclock]]
*[[cameradist]]
*[[camerahoriz]]
*[[camerasect]]
*[[camerax]]
*[[cameray]]
*[[cameraz]]
 
=== Player weapons ===
 
*[[WEAPONx_WORKSLIKE]]
*[[WEAPONx_CLIP]]
*[[WEAPONx_RELOAD]]
*[[WEAPONx_FIREDELAY]]
*[[WEAPONx_TOTALTIME]]
*[[WEAPONx_HOLDDELAY]]
*[[WEAPONx_FLAGS]]
*[[WEAPONx_SPAWNTIME]]
*[[WEAPONx_SPAWN]]
*[[WEAPONx_SHOTSPERBURST]]
*[[WEAPONx_INITIALSOUND]]
*[[WEAPONx_FIRESOUND]]
*[[WEAPONx_SOUND2TIME]]
*[[WEAPONx_SOUND2SOUND]]
*[[WEAPONx_RELOADSOUND1]]
*[[WEAPONx_RELOADSOUND2]]
*[[WEAPONx_SELECTSOUND]]
*[[WEAPONx_FLASHCOLOR]]
 
=== Deprecated===
 
*[[HITAG]]
*[[LOTAG]]
*[[TEXTURE]]
*[[WEAPON]]
*[[lastvisinc]]
*[[myang]]
*[[mycursectnum]]
*[[myhardlanding]]
*[[myhoriz]]
*[[myhorizoff]]
*[[myjumpingcounter]]
*[[myjumpingtoggle]]
*[[myonground]]
*[[myreturntocenter]]
*[[myx]]
*[[myxvel]]
*[[myy]]
*[[myyvel]]
*[[myz]]
*[[myzvel]]
*[[omyang]]
*[[omyhoriz]]
*[[omyhorizoff]]
*[[omyx]]
*[[omyy]]
*[[omyz]]
</div>
 
== Aliases ==


Note that the damage on impact bit (32768) must be set on the WORKSLIKE of any RPG type projectile (i.e. nonhitscan) for which the projectile itself does damage, as opposed to the damage being caused only by the hitradius.
Some gamevars point to values that are also exposed as [[Full_list_of_structure_members|structure members]].
|-
| '''PROJ_SPAWNS''' || Used to [[spawn]] an [[actor]] on impact. Set <value> to -1 to [[spawn]] nothing, otherwise <value> defaults to SMALLSMOKE.


Doesn't work with bullet-type projectiles fired by actors other than the player.
{| {{prettytable}}
! Gamevar !! Same as
|-
|-
| '''PROJ_SXREPEAT''' || Used to set the x size of an [[actor]] [[spawn]]ed on impact. <value> is the size you wish to set the [[spawn]]ed [[actor]]'s x to.
| COOP || [[coop]]
|-
|-
| '''PROJ_SYREPEAT''' || Used to set the y size of an [[actor]] [[spawn]]ed on impact. <value> is the size you wish to set the [[spawn]]ed [[actor]]'s y to.
| FFIRE || [[ffire]]
|-
|-
| '''PROJ_DECAL''' || Used to set the tilenum of any decal spawned by the projectile, i.e. bullet holes. <decal tilenum> is the tilenum of the decal used. Only works with bullet projectiles.
| LEVEL || [[level_number]]
 
Doesn't work with bullet type projectiles fired by actors other than players.
|-
|-
| '''PROJ_TRAIL''' || Used to set the tilenum of any trail sprites spawned. <trail tilenum> is the tilenum of the trail sprites spawned.
| MARKER || [[marker]]
|-
|-
| '''PROJ_TXREPEAT''' || The x size of the trail used by the projectile.  Note that if the trail is an [[actor]] with a size specified in its code (e.g. by a [[sizeat]] command) then the specified size will override the one you give it.
| MONSTERS_OFF || [[monsters_off]]
|-
|-
| '''PROJ_TYREPEAT''' || The y size of the trail used by the projectile.  Note that if the trail is an [[actor]] with a size specified in its code (e.g. by a [[sizeat]] command) then the specified size will override the one you give it.
| MULTIMODE || [[multimode]]
|-
|-
| '''PROJ_TOFFSET''' || The y offset of the trail spawned by the PROJ_TRAIL variable.  Positive numbers move the sprite down.
| RESPAWN_INVENTORY || [[respawn_inventory]]
|-
|-
| '''PROJ_TNUM''' || The maximum number of trails that an individual projectile can spawn.  By default, RPG (non-hitscan) type projectiles will spawn trails even if TNUM is not set.  But bullet type (hitscan) projectiles will not spawn any trails unless TNUM is given a non-zero value.
| RESPAWN_ITEMS || [[respawn_items]]
 
The way it works, is that if TNUM value is set to 2, then it will spawn 2 of the sprites on the same location. The default value is 1 if a trail is set for the projectile.
|-
|-
| '''PROJ_SOUND''' || Used to play a [[sound]] when a projectile is fired. For bullet projectiles this is the [[sound]] played on impact. <fire sound> is the name of the [[sound]] you wish to play.
| RESPAWN_MONSTERS || [[respawn_monsters]]
|-
|-
| '''PROJ_ISOUND''' || Used to play a [[sound]] when a projectile impacts a surface. This is ignored on bullet-type projectiles. <impact sound> is the name of the [[sound]] you wish to play.
| RETURN || [[return]]
 
Set PROJ_ISOUND to -1 to disable impact sounds.
|-
|-
| '''PROJ_VEL''' || Used to set the velocity of a projectile. <velocity> is the speed of the projectile. Values over 1000 are not encouraged. Use PROJ_VEL_MULT to go at higher speeds.
| VOLUME || [[volume_number]]
|-
|-
| '''PROJ_VEL_MULT''' || Used to set multiply velocity of a projectile (causes an artificial acceleration). <velocity multiplier> is the amount to multiply by.
| gametype_flags || [[gametypeflags]]
|}


On a given tic the projectile will move PROJ_VEL_MULT times, for example, if you set PROJ_VEL_MULT to 1, it will only move at its current velocity (stored in its sprite's [[xvel]] / [[zvel]]) once per tic.
== Initial values ==
|-
| '''PROJ_EXTRA''' ||
Used to set the damage strength of a projectile. <extra> is the damage strength.


Negative numbers do not work to create a healing projectile. You must set this value to 0 and have the actor that is hit manually add health back to itself.
Some functions require changing the initial values of gamevars.
|-
| '''PROJ_EXTRA_RAND''' ||
<value> is a random value added to a projectile damage. By default it is 5, meaning that a SHOTGUN projectile (which damage is defined as 10 in USER.CON) will make cause a damage of 10 to 15.


Setting it to zero should cause the projectile to inflict the precise damage defined by PROJ_EXTRA.
{| {{prettytable}}
! Gamevar !! Value
|-
|-
| '''PROJ_DROP''' || Used to set the rate at which the projectile drops (arcs). <drop> is the speed of the projectile's dropping. Note that a negative number is needed for it to move toward the ground.
| GRENADE_LIFETIME || 120
|-
|-
| '''PROJ_CSTAT''' || Used to set the [[cstat (sprite)|cstat]] flag(s) of the projectile. <cstat> is the [[cstat (sprite)|cstat]] flag(s) of the projectile.
| GRENADE_LIFETIME_VAR || 30
|-
|-
| '''PROJ_CLIPDIST''' || The [[clipdist]] of the projectile.
| PIPEBOMB_CONTROL || 1
|-
|-
| '''PROJ_SHADE''' || The [[shade]] of the projectile.
| STICKYBOMB_LIFETIME || 120
|-
|-
| '''PROJ_XREPEAT''' || Used to set the [[xrepeat]] of the projectile. <xrepeat> is the size you wish to set the projectile's x to. For hitscan type projectiles this determines the x size of the decal.
| STICKYBOMB_LIFETIME_VAR || 30
|-
|-
| '''PROJ_YREPEAT''' || Used to set the [[yrepeat]] of the projectile. <yrepeat> is the size you wish to set the projectile's y to. For hitscan type projectiles this determines the y size of the decal.
| TRIPBOMB_CONTROL || 1
|-
|-
| '''PROJ_PAL''' || Used to set the [[pal|palette reference (or color)]] of the projectile. <pal> is the palette reference of the projectile.
| LOGO_FLAGS || 255
 
|}
See [[pal]] for more information about palette swaps.
|-
| '''PROJ_HITRADIUS''' || The distance at which [[sprite|sprites]] or certain hitscanning [[wall|walls]] will be affected by the [[hitradius]] of the projectile. If set to a value lower than 1, no hitradius will be generated.
|-
| '''PROJ_OFFSET''' || Sets the x offset of the projectile fired. As the numbers get higher, the projectile's initial position will move further to the left.
 
A value of 224 will make the projectile spawn at the "right hand" (for example Battlelord morters). To make it spawn centered, use a value of 14354.
|-
| '''PROJ_BOUNCES''' || Number of times the projectile will bounce off of walls before destruction.  Will only count wall bounces even if PROJECTILE_FLAG_BOUNCESOFFSPRITES is included in the PROJ_WORKSLIKE flag.
Only works for RPG-type projectiles.
|-
| '''PROJ_BSOUND''' || The sound that will play when the projectile bounces. Defaults to PIPEBOMB_BOUNCE.
|-
| '''PROJ_RANGE''' || When '''PROJ_WORKSLIKE''' is a [[hitscan]] type projectile (PROJECTILE_FLAG_KNEE or PROJECTILE_FLAG_HITSCAN) this number must be equal to the desired range in [[BUILD]] units. For example if the range is 1024 it will travel exactly one square in the largest grid size.
 
If '''PROJ_WORKSLIKE''' is an rpg type (PROJECTILE_FLAG_RPG) this number is amount of time (in ticks) that a projectile travels before expiring.  For example, if a projectile has a range of 60, then it will last for exactly two seconds before dying. This works together with PROJECTILE_FLAG_TIMED and PROJECTILE_FLAG_EXPLODEONTIMER.
|-
| '''PROJ_FLASH_COLOR''' || Used to set the color (if any) of a Polymer light. <flash color> is the color of the light.


The number can be determined from RGB color values by adding the red value plus the green value shifted left 8 bits plus the blue value shifted left 16 bits. So, RGB of 100, 100, 100 would be 6579300 = 100 + 100<<8 + 100<<16 = 100 + 25600 + 6553600. 150, 100, 255 would be 16737380.
{| {{Collapse}}
| <strong>Defines</strong>
|-
|-
|
define GRENADE_LIFETIME                  120
define GRENADE_LIFETIME_VAR              30
define PIPEBOMB_CONTROL                  1
define STICKYBOMB_LIFETIME              120
define STICKYBOMB_LIFETIME_VAR          30
define TRIPBOMB_CONTROL                  1
define LOGO_FLAGS                        255
|}
|}


== WORKSLIKE flags ==
=== Weapon properties ===
 
{{Proj workslike}}
 
== Examples ==
 
Here is an example of a working user-defined projectile:
 
defineprojectile 1653 [[PROJ_WORKSLIKE]] 6150
defineprojectile 1653 [[PROJ_SPAWNS]] EXPLOSION2
defineprojectile 1653 [[PROJ_VEL]] 1000
defineprojectile 1653 [[PROJ_EXTRA]] 300
defineprojectile 1653 [[PROJ_DROP]] -200
defineprojectile 1653 [[PROJ_ISOUND]] PIPEBOMB_EXPLODE
defineprojectile 1653 [[PROJ_HITRADIUS]] 2560
defineprojectile 1653 [[PROJ_BOUNCES]] 5
defineprojectile 1653 [[PROJ_OFFSET]] 224
defineprojectile 1653 [[PROJ_CLIPDIST]] 24
defineprojectile 1653 [[PROJ_TRAIL]] SMALLSMOKE


In this example, the projectile has the following WORKSLIKE flags set: PROJECTILE_FLAG_NOAIM, PROJECTILE_FLAG_LOSESVELOCITY, PROJECTILE_FLAG_RPG and PROJECTILE_FLAG_BOUNCESOFFWALLS.  This gives us an RPG-like projectile that doesn't automatically aim at enemies/players (we need this because the projectile in question fires in an arc), automatically slows down during flight, fires like an RPG and bounces off the walls.
{{Weapon gamevars}}


[[Category:EDuke32 specific commands]]
[[Category:Gamevar manipulation]]
[[Category:Projectile manipulation]]
[[Category:Scripting documentation]]
__NOTOC__

Latest revision as of 01:31, 23 February 2020

These are gamevars which are defined as direct pointers to internal variables in the game. While some will change frequently, others will remain static for the whole game.

Please note that the values of most of these variables will be different on each peer, so you must be careful for anything that could possibly have an effect on sync.

The "Current actor or player" group of variables point to the current actor/player. The other ones point to internal and usually global variables.

Do not attempt to redefine these unless you know what you are doing or you will have problems.

Map

Multiplayer

Current actor or player

Screen drawing

Renderer

Misc

Camera

Player weapons

Deprecated

Aliases

Some gamevars point to values that are also exposed as structure members.

Gamevar Same as
COOP coop
FFIRE ffire
LEVEL level_number
MARKER marker
MONSTERS_OFF monsters_off
MULTIMODE multimode
RESPAWN_INVENTORY respawn_inventory
RESPAWN_ITEMS respawn_items
RESPAWN_MONSTERS respawn_monsters
RETURN return
VOLUME volume_number
gametype_flags gametypeflags

Initial values

Some functions require changing the initial values of gamevars.

Gamevar Value
GRENADE_LIFETIME 120
GRENADE_LIFETIME_VAR 30
PIPEBOMB_CONTROL 1
STICKYBOMB_LIFETIME 120
STICKYBOMB_LIFETIME_VAR 30
TRIPBOMB_CONTROL 1
LOGO_FLAGS 255
Defines
define GRENADE_LIFETIME                  120
define GRENADE_LIFETIME_VAR              30
define PIPEBOMB_CONTROL                  1
define STICKYBOMB_LIFETIME               120
define STICKYBOMB_LIFETIME_VAR           30
define TRIPBOMB_CONTROL                  1
define LOGO_FLAGS                        255

Weapon properties

The following table lists the values of WEAPONS pre-defined gamevars.

KNEE PISTOL SHOTGUN CHAINGUN RPG HANDBOMB SHRINKER DEVISTATOR TRIPBOMB FREEZE HANDREMOTE GROW
WORKSLIKE 0 1 2 3 4 5 6 7 8 9 10 11
CLIP 0 12 0 0 0 0 0 0 0 0 0 0
RELOAD 0 27 13 0 0 30 0 0 16 0 10 0
FIREDELAY 7 2 4 3 4 6 10 3 3 3 2 3
TOTALTIME 14 5 30 12 20 19 12 6 16 5 10 5
HOLDDELAY 0 0 0 3 0 12 0 5 7 0 0 0
FLAGS 292 32768 1024 73812 0 512 2 72 3072 65536 384 2
NOVISIBLE
RANDOMRESTART
AUTOMATIC
RELOAD_TIMING CHECKATRELOAD AUTOMATIC
FIREEVERYTHIRD
AMMOPERSHOT
SPAWNTYPE3
RESET
THROWIT GLOWS FIREEVERYOTHER
AMMOPERSHOT
STANDSTILL
CHECKATRELOAD
RESET BOMB_TRIGGER
NOVISIBLE
GLOWS
SPAWNTIME 0 2 24 1 0 0 0 0 0 0 0 0
SPAWN 0 SHELL SHOTGUNSHELL SHELL 0 0 0 0 0 0 0 0
SHOTSPERBURST 0 0 7 0 0 0 0 2 0 0 0 0
INITIALSOUND 0 0 0 0 0 0 SHRINKER_FIRE CAT_FIRE 0 CAT_FIRE 0 0
FIRESOUND 0 PISTOL_FIRE SHOTGUN_FIRE CHAINGUN_FIRE 0 0 0 0 0 CAT_FIRE 0 EXPANDERSHOOT
SOUND2TIME 0 0 15 0 0 0 0 0 0 0 0 0
SOUND2SOUND 0 0 SHOTGUN_COCK 0 0 0 0 0 0 0 0 0
RELOADSOUND1 EJECT_CLIP
RELOADSOUND2 INSERT_CLIP
SELECTSOUND 0 INSERT_CLIP SHOTGUN_COCK SELECT_WEAPON SELECT_WEAPON 0 SELECT_WEAPON SELECT_WEAPON 0 SELECT_WEAPON 0 SELECT_WEAPON
FLASHCOLOR 0 24575 24575 24575 24575 0 8454016 24575 0 16744576 0 24575
Defines
var WEAPON0_WORKSLIKE                   0                       GAMEVAR_PERPLAYER
var WEAPON0_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON0_RELOAD                      0                       GAMEVAR_PERPLAYER
var WEAPON0_FIREDELAY                   7                       GAMEVAR_PERPLAYER
var WEAPON0_TOTALTIME                   14                      GAMEVAR_PERPLAYER
var WEAPON0_HOLDDELAY                   0                       GAMEVAR_PERPLAYER
var WEAPON0_FLAGS                       292                     GAMEVAR_PERPLAYER
var WEAPON0_SHOOTS                      KNEE                    GAMEVAR_PERPLAYER
var WEAPON0_SPAWNTIME                   0                       GAMEVAR_PERPLAYER
var WEAPON0_SPAWN                       0                       GAMEVAR_PERPLAYER
var WEAPON0_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON0_INITIALSOUND                0                       GAMEVAR_PERPLAYER
var WEAPON0_FIRESOUND                   0                       GAMEVAR_PERPLAYER
var WEAPON0_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON0_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON0_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON0_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON0_SELECTSOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON0_FLASHCOLOR                  0                       GAMEVAR_PERPLAYER

var WEAPON1_WORKSLIKE                   1                       GAMEVAR_PERPLAYER
var WEAPON1_CLIP                        12                      GAMEVAR_PERPLAYER
var WEAPON1_RELOAD                      27                      GAMEVAR_PERPLAYER
var WEAPON1_FIREDELAY                   2                       GAMEVAR_PERPLAYER
var WEAPON1_TOTALTIME                   5                       GAMEVAR_PERPLAYER
var WEAPON1_HOLDDELAY                   0                       GAMEVAR_PERPLAYER
var WEAPON1_FLAGS                       32768                   GAMEVAR_PERPLAYER
var WEAPON1_SHOOTS                      SHOTSPARK1              GAMEVAR_PERPLAYER
var WEAPON1_SPAWNTIME                   2                       GAMEVAR_PERPLAYER
var WEAPON1_SPAWN                       SHELL                   GAMEVAR_PERPLAYER
var WEAPON1_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON1_INITIALSOUND                0                       GAMEVAR_PERPLAYER
var WEAPON1_FIRESOUND                   PISTOL_FIRE             GAMEVAR_PERPLAYER
var WEAPON1_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON1_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON1_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON1_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON1_SELECTSOUND                 INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON1_FLASHCOLOR                  24575                   GAMEVAR_PERPLAYER

var WEAPON2_WORKSLIKE                   2                       GAMEVAR_PERPLAYER
var WEAPON2_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON2_RELOAD                      13                      GAMEVAR_PERPLAYER
var WEAPON2_FIREDELAY                   4                       GAMEVAR_PERPLAYER
var WEAPON2_TOTALTIME                   30                      GAMEVAR_PERPLAYER
var WEAPON2_HOLDDELAY                   0                       GAMEVAR_PERPLAYER
var WEAPON2_FLAGS                       1024                    GAMEVAR_PERPLAYER
var WEAPON2_SHOOTS                      SHOTGUN                 GAMEVAR_PERPLAYER
var WEAPON2_SPAWNTIME                   24                      GAMEVAR_PERPLAYER
var WEAPON2_SPAWN                       SHOTGUNSHELL            GAMEVAR_PERPLAYER
var WEAPON2_SHOTSPERBURST               7                       GAMEVAR_PERPLAYER
var WEAPON2_INITIALSOUND                0                       GAMEVAR_PERPLAYER
var WEAPON2_FIRESOUND                   SHOTGUN_FIRE            GAMEVAR_PERPLAYER
var WEAPON2_SOUND2TIME                  15                      GAMEVAR_PERPLAYER
var WEAPON2_SOUND2SOUND                 SHOTGUN_COCK            GAMEVAR_PERPLAYER
var WEAPON2_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON2_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON2_SELECTSOUND                 SHOTGUN_COCK            GAMEVAR_PERPLAYER
var WEAPON2_FLASHCOLOR                  24575                   GAMEVAR_PERPLAYER

var WEAPON3_WORKSLIKE                   3                       GAMEVAR_PERPLAYER
var WEAPON3_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON3_RELOAD                      0                       GAMEVAR_PERPLAYER
var WEAPON3_FIREDELAY                   3                       GAMEVAR_PERPLAYER
var WEAPON3_TOTALTIME                   12                      GAMEVAR_PERPLAYER
var WEAPON3_HOLDDELAY                   3                       GAMEVAR_PERPLAYER
var WEAPON3_FLAGS                       73812                   GAMEVAR_PERPLAYER
var WEAPON3_SHOOTS                      CHAINGUN                GAMEVAR_PERPLAYER
var WEAPON3_SPAWNTIME                   1                       GAMEVAR_PERPLAYER
var WEAPON3_SPAWN                       SHELL                   GAMEVAR_PERPLAYER
var WEAPON3_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON3_INITIALSOUND                0                       GAMEVAR_PERPLAYER
var WEAPON3_FIRESOUND                   CHAINGUN_FIRE           GAMEVAR_PERPLAYER
var WEAPON3_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON3_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON3_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON3_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON3_SELECTSOUND                 SELECT_WEAPON           GAMEVAR_PERPLAYER
var WEAPON3_FLASHCOLOR                  24575                   GAMEVAR_PERPLAYER

var WEAPON4_WORKSLIKE                   4                       GAMEVAR_PERPLAYER
var WEAPON4_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON4_RELOAD                      0                       GAMEVAR_PERPLAYER
var WEAPON4_FIREDELAY                   4                       GAMEVAR_PERPLAYER
var WEAPON4_TOTALTIME                   20                      GAMEVAR_PERPLAYER
var WEAPON4_HOLDDELAY                   0                       GAMEVAR_PERPLAYER
var WEAPON4_FLAGS                       0                       GAMEVAR_PERPLAYER
var WEAPON4_SHOOTS                      RPG                     GAMEVAR_PERPLAYER
var WEAPON4_SPAWNTIME                   0                       GAMEVAR_PERPLAYER
var WEAPON4_SPAWN                       0                       GAMEVAR_PERPLAYER
var WEAPON4_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON4_INITIALSOUND                0                       GAMEVAR_PERPLAYER
var WEAPON4_FIRESOUND                   0                       GAMEVAR_PERPLAYER
var WEAPON4_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON4_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON4_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON4_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON4_SELECTSOUND                 SELECT_WEAPON           GAMEVAR_PERPLAYER
var WEAPON4_FLASHCOLOR                  24575                   GAMEVAR_PERPLAYER

var WEAPON5_WORKSLIKE                   5                       GAMEVAR_PERPLAYER
var WEAPON5_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON5_RELOAD                      30                      GAMEVAR_PERPLAYER
var WEAPON5_FIREDELAY                   6                       GAMEVAR_PERPLAYER
var WEAPON5_TOTALTIME                   19                      GAMEVAR_PERPLAYER
var WEAPON5_HOLDDELAY                   12                      GAMEVAR_PERPLAYER
var WEAPON5_FLAGS                       512                     GAMEVAR_PERPLAYER
var WEAPON5_SHOOTS                      HEAVYHBOMB              GAMEVAR_PERPLAYER
var WEAPON5_SPAWNTIME                   0                       GAMEVAR_PERPLAYER
var WEAPON5_SPAWN                       0                       GAMEVAR_PERPLAYER
var WEAPON5_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON5_INITIALSOUND                0                       GAMEVAR_PERPLAYER
var WEAPON5_FIRESOUND                   0                       GAMEVAR_PERPLAYER
var WEAPON5_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON5_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON5_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON5_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON5_SELECTSOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON5_FLASHCOLOR                  0                       GAMEVAR_PERPLAYER

var WEAPON6_WORKSLIKE                   6                       GAMEVAR_PERPLAYER
var WEAPON6_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON6_RELOAD                      0                       GAMEVAR_PERPLAYER
var WEAPON6_FIREDELAY                   10                      GAMEVAR_PERPLAYER
var WEAPON6_TOTALTIME                   12                      GAMEVAR_PERPLAYER
var WEAPON6_HOLDDELAY                   0                       GAMEVAR_PERPLAYER
var WEAPON6_FLAGS                       2                       GAMEVAR_PERPLAYER
var WEAPON6_SHOOTS                      SHRINKER                GAMEVAR_PERPLAYER
var WEAPON6_SPAWNTIME                   0                       GAMEVAR_PERPLAYER
var WEAPON6_SPAWN                       0                       GAMEVAR_PERPLAYER
var WEAPON6_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON6_INITIALSOUND                SHRINKER_FIRE           GAMEVAR_PERPLAYER
var WEAPON6_FIRESOUND                   0                       GAMEVAR_PERPLAYER
var WEAPON6_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON6_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON6_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON6_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON6_SELECTSOUND                 SELECT_WEAPON           GAMEVAR_PERPLAYER
var WEAPON6_FLASHCOLOR                  8454016                 GAMEVAR_PERPLAYER

var WEAPON7_WORKSLIKE                   7                       GAMEVAR_PERPLAYER
var WEAPON7_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON7_RELOAD                      0                       GAMEVAR_PERPLAYER
var WEAPON7_FIREDELAY                   3                       GAMEVAR_PERPLAYER
var WEAPON7_TOTALTIME                   6                       GAMEVAR_PERPLAYER
var WEAPON7_HOLDDELAY                   5                       GAMEVAR_PERPLAYER
var WEAPON7_FLAGS                       72                      GAMEVAR_PERPLAYER
var WEAPON7_SHOOTS                      RPG                     GAMEVAR_PERPLAYER
var WEAPON7_SPAWNTIME                   0                       GAMEVAR_PERPLAYER
var WEAPON7_SPAWN                       0                       GAMEVAR_PERPLAYER
var WEAPON7_SHOTSPERBURST               2                       GAMEVAR_PERPLAYER
var WEAPON7_INITIALSOUND                CAT_FIRE                GAMEVAR_PERPLAYER
var WEAPON7_FIRESOUND                   0                       GAMEVAR_PERPLAYER
var WEAPON7_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON7_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON7_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON7_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON7_SELECTSOUND                 SELECT_WEAPON           GAMEVAR_PERPLAYER
var WEAPON7_FLASHCOLOR                  24575                   GAMEVAR_PERPLAYER

var WEAPON8_WORKSLIKE                   8                       GAMEVAR_PERPLAYER
var WEAPON8_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON8_RELOAD                      16                      GAMEVAR_PERPLAYER
var WEAPON8_FIREDELAY                   3                       GAMEVAR_PERPLAYER
var WEAPON8_TOTALTIME                   16                      GAMEVAR_PERPLAYER
var WEAPON8_HOLDDELAY                   7                       GAMEVAR_PERPLAYER
var WEAPON8_FLAGS                       3072                    GAMEVAR_PERPLAYER
var WEAPON8_SHOOTS                      HANDHOLDINGLASER        GAMEVAR_PERPLAYER
var WEAPON8_SPAWNTIME                   0                       GAMEVAR_PERPLAYER
var WEAPON8_SPAWN                       0                       GAMEVAR_PERPLAYER
var WEAPON8_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON8_INITIALSOUND                0                       GAMEVAR_PERPLAYER
var WEAPON8_FIRESOUND                   0                       GAMEVAR_PERPLAYER
var WEAPON8_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON8_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON8_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON8_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON8_SELECTSOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON8_FLASHCOLOR                  0                       GAMEVAR_PERPLAYER

var WEAPON9_WORKSLIKE                   9                       GAMEVAR_PERPLAYER
var WEAPON9_CLIP                        0                       GAMEVAR_PERPLAYER
var WEAPON9_RELOAD                      0                       GAMEVAR_PERPLAYER
var WEAPON9_FIREDELAY                   3                       GAMEVAR_PERPLAYER
var WEAPON9_TOTALTIME                   5                       GAMEVAR_PERPLAYER
var WEAPON9_HOLDDELAY                   0                       GAMEVAR_PERPLAYER
var WEAPON9_FLAGS                       65536                   GAMEVAR_PERPLAYER
var WEAPON9_SHOOTS                      FREEZEBLAST             GAMEVAR_PERPLAYER
var WEAPON9_SPAWNTIME                   0                       GAMEVAR_PERPLAYER
var WEAPON9_SPAWN                       0                       GAMEVAR_PERPLAYER
var WEAPON9_SHOTSPERBURST               0                       GAMEVAR_PERPLAYER
var WEAPON9_INITIALSOUND                CAT_FIRE                GAMEVAR_PERPLAYER
var WEAPON9_FIRESOUND                   CAT_FIRE                GAMEVAR_PERPLAYER
var WEAPON9_SOUND2TIME                  0                       GAMEVAR_PERPLAYER
var WEAPON9_SOUND2SOUND                 0                       GAMEVAR_PERPLAYER
var WEAPON9_RELOADSOUND1                EJECT_CLIP              GAMEVAR_PERPLAYER
var WEAPON9_RELOADSOUND2                INSERT_CLIP             GAMEVAR_PERPLAYER
var WEAPON9_SELECTSOUND                 SELECT_WEAPON           GAMEVAR_PERPLAYER
var WEAPON9_FLASHCOLOR                  16744576                GAMEVAR_PERPLAYER

var WEAPON10_WORKSLIKE                   10                     GAMEVAR_PERPLAYER
var WEAPON10_CLIP                        0                      GAMEVAR_PERPLAYER
var WEAPON10_RELOAD                      10                     GAMEVAR_PERPLAYER
var WEAPON10_FIREDELAY                   2                      GAMEVAR_PERPLAYER
var WEAPON10_TOTALTIME                   10                     GAMEVAR_PERPLAYER
var WEAPON10_HOLDDELAY                   0                      GAMEVAR_PERPLAYER
var WEAPON10_FLAGS                       384                    GAMEVAR_PERPLAYER
var WEAPON10_SHOOTS                      0                      GAMEVAR_PERPLAYER
var WEAPON10_SPAWNTIME                   0                      GAMEVAR_PERPLAYER
var WEAPON10_SPAWN                       0                      GAMEVAR_PERPLAYER
var WEAPON10_SHOTSPERBURST               0                      GAMEVAR_PERPLAYER
var WEAPON10_INITIALSOUND                0                      GAMEVAR_PERPLAYER
var WEAPON10_FIRESOUND                   0                      GAMEVAR_PERPLAYER
var WEAPON10_SOUND2TIME                  0                      GAMEVAR_PERPLAYER
var WEAPON10_SOUND2SOUND                 0                      GAMEVAR_PERPLAYER
var WEAPON10_RELOADSOUND1                EJECT_CLIP             GAMEVAR_PERPLAYER
var WEAPON10_RELOADSOUND2                INSERT_CLIP            GAMEVAR_PERPLAYER
var WEAPON10_SELECTSOUND                 0                      GAMEVAR_PERPLAYER
var WEAPON10_FLASHCOLOR                  0                      GAMEVAR_PERPLAYER

var WEAPON11_WORKSLIKE                   11                     GAMEVAR_PERPLAYER
var WEAPON11_CLIP                        0                      GAMEVAR_PERPLAYER
var WEAPON11_RELOAD                      0                      GAMEVAR_PERPLAYER
var WEAPON11_FIREDELAY                   3                      GAMEVAR_PERPLAYER
var WEAPON11_TOTALTIME                   5                      GAMEVAR_PERPLAYER
var WEAPON11_HOLDDELAY                   0                      GAMEVAR_PERPLAYER
var WEAPON11_FLAGS                       2                      GAMEVAR_PERPLAYER
var WEAPON11_SHOOTS                      GROWSPARK              GAMEVAR_PERPLAYER
var WEAPON11_SPAWNTIME                   0                      GAMEVAR_PERPLAYER
var WEAPON11_SPAWN                       0                      GAMEVAR_PERPLAYER
var WEAPON11_SHOTSPERBURST               0                      GAMEVAR_PERPLAYER
var WEAPON11_INITIALSOUND                0                      GAMEVAR_PERPLAYER
var WEAPON11_FIRESOUND                   EXPANDERSHOOT          GAMEVAR_PERPLAYER
var WEAPON11_SOUND2TIME                  0                      GAMEVAR_PERPLAYER
var WEAPON11_SOUND2SOUND                 0                      GAMEVAR_PERPLAYER
var WEAPON11_RELOADSOUND1                EJECT_CLIP             GAMEVAR_PERPLAYER
var WEAPON11_RELOADSOUND2                INSERT_CLIP            GAMEVAR_PERPLAYER
var WEAPON11_SELECTSOUND                 SELECT_WEAPON          GAMEVAR_PERPLAYER
var WEAPON11_FLASHCOLOR                  24575                  GAMEVAR_PERPLAYER