The Duke3D source has some extra leftovers under /extras, there is actually a leftover game.h (duke3d.h in final) which I speculate to be from between august-november.
https://github.com/v.../extras/RGAME.H Here is a direct link to one copy.
Header files themselves are quite useless but there are a few interesting things to note here that I haven't seen people really pick apart.
Firstly weapons:
#define KNEE_WEAPON 0
#define PISTOL_WEAPON 1
#define ELECTRO_WEAPON 2
#define RPG_WEAPON 3
#define CATAKILLER_WEAPON 4
#define SHRINKER_WEAPON 5
#define HANDBOMB_WEAPON 6
#define TRIPBOMB_WEAPON 7
#define HANDREMOTE_WEAPON 8
This is from a time when shotgun/ripper didn't exist and we had the electro weapon (one seen in LD and may demoreel)
While it's not officially mentioned in many places, Duke3D actually had some altfire capabilities for various weapons (as mentioned by TX).
You can actually see traces of this:
short ammo_count[MAX_WEAPONS][2];
In the final game you don't have a 2nd entry for each weapon's ammo counter.
When we start searching a bit more, you will realise that a lot of old screenshots have something such as 99-99 as the weapon count instead of 99/99.
But if you look even closer, you will find that some times these weapon counts can be something like 97-98 - this makes no sense for a max ammo counter to change between screenshots. Ammo was simply implied to max out at 99.
I think what you really see here is just primary/alternative ammo being displayed. Some times you also see this weird dot next to the ammo counter.
Also there is "gotweapon" but also "togweapon" -- toggle? Perhaps you had to pick them up too.
One thing to consider is that some shots have BLUE and RED variants for weapons, for example the flamer is seen with a blue and red light and the plasma/electro shoots with red in one of the screenshots.. Perhaps this was used as a motif for primary/alt?
This concept kinda supports the expander, where the crystal remains red. It could also be a default pal mockup from Build but it would indicate that base art had to initially be blue for this palswap stuff to work.
Oh and that weird dot around ammo counter in multiple shots is blue.
Few other interesting tidbits:
Player struct has alcohol_amount
Near the kill/secret counts you also have "squished"
There is a "harley_mode" in player struct -- TX mentioned some time ago that they experimented with a sideways bike ride thing (art ended up in E3L1's bar screen)
Also inspace() is mentioned as expected.
As Duke3D development was full of trial&error, the guys are known to do a lot of screenshot mockups so perhaps some of the speculation here is not fully accurate either (although it would indicate general direction).
Anyway, some trivia for today.