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//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHMarineEquipmentConstants.h $
// $Date: 2002/11/05 06:17:25 $
//
//-------------------------------------------------------------------------------
// $Log: AvHMarineEquipmentConstants.h,v $
// Revision 1.42 2002/11/05 06:17:25 Flayra
// - Balance changes
//
// Revision 1.41 2002/11/03 04:50:51 Flayra
// - Hard-coded gameplay constants instead of putting in skill.cfg
//
// Revision 1.40 2002/10/25 21:48:21 Flayra
// - Fixe for wrong player model when holding mines
//
// Revision 1.39 2002/10/24 21:32:35 Flayra
// - Regular update (welders were taking down aliens and structures fairly regularly)
//
// Revision 1.38 2002/10/20 02:36:14 Flayra
// - Regular update
//
// Revision 1.37 2002/10/18 22:21:01 Flayra
// - Tweaked jetpacks to make them more useful
//
// Revision 1.36 2002/10/16 20:54:52 Flayra
// - Put back in special hive sound (needed because of cue)
//
// Revision 1.35 2002/10/16 01:01:22 Flayra
// - Removed unneeded sounds
//
// Revision 1.34 2002/10/03 18:57:38 Flayra
// - Added heavy view models
// - Tried to fix pickup item order by adding weapon sizes
//
// Revision 1.33 2002/09/23 22:21:49 Flayra
// - Added heavy armor, jetpack and advanced turret factory
//
// Revision 1.32 2002/09/09 19:59:47 Flayra
// - Regular update
//
// Revision 1.31 2002/08/31 18:01:02 Flayra
// - Work at VALVe
//
// Revision 1.30 2002/08/16 02:39:38 Flayra
// - Tweaked mine damage for new 20% less damage
// - Tweaked jetpack so it's not totally nuts
//
// Revision 1.29 2002/08/09 01:07:43 Flayra
// - Tweaked jetpack physics
// - Tweaked flight physics
//
// Revision 1.28 2002/08/02 21:54:57 Flayra
// - More flier air control
//
// Revision 1.27 2002/07/23 17:12:19 Flayra
// - Turret tweaks, regular update
//
// Revision 1.26 2002/07/01 22:41:40 Flayra
// - Removed outdated overwatch target and tension events
//
// Revision 1.25 2002/07/01 21:30:53 Flayra
// - Removed outdated commandpoints event, added siege turret shockwave, tweaked ranges and damage
//
// Revision 1.24 2002/06/25 18:05:34 Flayra
// - Renamed some buildings, armory is now upgraded to advanced armory, fixed mine ROF (why doesn't the compiler catch this?), updated player animations
//
// Revision 1.23 2002/06/03 16:51:03 Flayra
// - Renamed weapons factory and armory, added ammo resupplying
//
// Revision 1.22 2002/05/23 02:33:42 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
# ifndef AVH_MARINE_EQUIPMENT_CONSTANTS_H
# define AVH_MARINE_EQUIPMENT_CONSTANTS_H
// Jetpack
const float kJetpackForce = 1250 ;
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//const float kJetpackLateralScalar = 12;
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const float kJetpackEnergyGainRate = .1f ;
const float kJetpackMinimumEnergyToJetpack = .1f ;
const float kJetpackEnergyLossRate = kJetpackEnergyGainRate * 1.5f ;
// Welder constants
# define kWelderVModel "models / v_welder.mdl"
# define kWelderHVVModel "models / v_welder_hv.mdl"
# define kWelderWModel "models / w_welder.mdl"
# define kWelderPModel "models / p_welder.mdl"
# define kWeldingSound "weapons / welderidle.wav"
# define kWeldingHitSound "weapons / welderhit.wav"
# define kWeldingStopSound "weapons / welderstop.wav"
# define kwsWelder "weapon_welder"
# define kwWelder weapon_welder
# define kWelderEventName "events / Welder.sc"
# define kWelderStartEventName "events / WelderStart.sc"
# define kWelderEndEventName "events / WelderEnd.sc"
# define kWelderConstEventName "events / WelderConst.sc"
const float kWelderThinkTime = 3.0f ;
const int kWelderBarrelLength = 10 ;
# define kOverwatchStartSound "misc / overwatchstart.wav"
# define kOverwatchEndSound "misc / overwatchend.wav"
# define kRegenerationSound "misc / regeneration.wav"
# define kStartCloakSound "misc / startcloak.wav"
# define kEndCloakSound "misc / endcloak.wav"
//#define kWallJumpSound "player/walljump.wav"
# define kWingFlapSound1 "player / wingflap1.wav"
# define kWingFlapSound2 "player / wingflap2.wav"
# define kWingFlapSound3 "player / wingflap3.wav"
const float kWingFlapLateralScalar = 215 ;
const float kWingFlapZVelocityScalar = 1.0f ;
const float kWingThrustForwardScalar = .85f ;
const float kWingThrustBackwardScalar = .25f ;
const int kMineBarrellLength = 30 ;
const int kMineRange = 128 ;
const float kMineROF = 1.0f ;
# define kTripmineVModel "models / v_mine.mdl"
# define kTripmineHVVModel "models / v_mine_hv.mdl"
# define kTripmineWModel "models / w_mine.mdl"
# define kTripmineW2Model "models / w_mine2.mdl"
# define kTripminePModel "models / p_mine.mdl"
# define kTripmineDeploySound "weapons / mine_deploy.wav"
# define kTripmineActivateSound "weapons / mine_activate.wav"
# define kTripmineChargeSound "weapons / mine_charge.wav"
# define kTripmineStepOnSound "weapons / mine_step.wav"
# define kMineMinSize Vector( -8, -8, 0)
# define kMineMaxSize Vector(8, 8, 2)
# define kDeployedTurretModel "models / b_sentry.mdl"
# define kTurretFire1 "turret / turret-1.wav"
# define kTurretFire2 "turret / turret-2.wav"
# define kTurretFire3 "turret / turret-3.wav"
# define kTurretFire4 "turret / turret-4.wav"
# define kTurretPing "turret / turret_ping.wav"
# define kTurretDeploy "turret / turret_deploy.wav"
// Note, these must be concentric and only vary with the number
// If these change, change kMarineConstructionSounds below also
# define kTurretBuild1 "misc / build1.wav"
# define kTurretBuild2 "misc / build2.wav"
# define kTurretBuild3 "misc / build3.wav"
# define kTurretBuild4 "misc / build4.wav"
# define kTurretBuild5 "misc / build5.wav"
// Construction sounds
# define kMarineConstructionSoundList "misc / build"
# define kAlienConstructionSoundList "misc / a-build"
# define kMarineBuildingDeploy "misc / b_marine_deploy.wav"
# define kMarineBuildingKilled "misc / b_marine_killed.wav"
// Electrical sounds
# define kElectricSparkSoundList "misc / elecspark"
// Resource stuff
# define kResourceTowerDeploySound "misc / res_deploy.wav"
# define kFuncResourceMinSize Vector(-16.0, -16.0, 0.0)
# define kFuncResourceMaxSize Vector(16.0, 16.0, .1)
// Health
# define kHealthModel "models / w_health.mdl"
# define kHealthPickupSound "items / health.wav"
# define kHealthMinSize Vector(-16, -16, 0)
# define kHealthMaxSize Vector(16, 16, 4)
// Catalyst
# define kCatalystModel "models / w_catalyst.mdl"
# define kCatalystPickupSound "items / catalyst.wav"
# define kCatalystMinSize Vector(-16, -16, 0)
# define kCatalystMaxSize Vector(16, 16, 4)
// Heavy armor
# define kHeavyModel "models / w_heavy.mdl"
# define kHeavyPickupSound "items / pickup_heavy.wav"
# define kHeavyMinSize Vector(-16, -16, 0)
# define kHeavyMaxSize Vector(16, 16, 28)
// Jetpack
# define kJetpackModel "models / w_jetpack.mdl"
# define kJetpackPickupSound "items / pickup_jetpack.wav"
# define kJetpackMinSize Vector(-16, -16, 0)
# define kJetpackMaxSize Vector(16, 16, 28)
// Ammo
# define kAmmoModel "models / w_ammo.mdl"
# define kAmmoPickupSound "items / 9mmclip1.wav"
# define kAmmoMinSize Vector(-16, -16, 0)
# define kAmmoMaxSize Vector(16, 16, 28)
// Ammo
# define kAmmoPackModel "models / w_ammopack.mdl"
# define kAmmoPackPickupSound "items / 9mmclip1.wav"
# define kAmmoPackMinSize Vector(-16, -16, 0)
# define kAmmoPackMaxSize Vector(16, 16, 24)
// Phase gate!
# define kwPhaseGate phasegate
# define kwsPhaseGate "phasegate"
# define kPhaseGateModel "models / b_phasegate.mdl"
# define kPhaseGateSound "misc / phasegate.wav"
# define kPhaseGateTransportSound "misc / transport2.wav"
# define kPhaseInSound "misc / phasein.wav"
const float kPhaseGateAmnestyTime = 2.0f ;
// Scan!
# define kwScan scan
# define kwsScan "scan"
# define kScanModel "models / b_scan.mdl"
# define kScanSound "misc / scan.wav"
// Siege turret
# define kwsSiegeTurret "siegeturret"
# define kwSiegeTurret siegeturret
const int kSiegeSplashRadius = 400 ;
// Note: update siege turret selected sprite if changing this
const float kSiegeTurretMinRangeScalar = .1f ;
# define kSiegeTurretModel "models / b_siege.mdl"
# define kSiegeTurretShockWave "sprites / shockwave.spr"
# define kSiegeTurretFire1 "turret / st_fire1.wav"
# define kSiegeHitSound1 "turret / siegehit1.wav"
# define kSiegeHitSound2 "turret / siegehit2.wav"
# define kSiegePing "turret / siege_ping.wav"
# define kSiegeDeploy "turret / siege_deploy.wav"
// Nuke
# define kwsNuke "nuke"
# define kwNuke nuke
# define kNukeDeploy "misc / b_nuke_deploy.wav"
# define kNukeKilled "misc / b_nuke_killed.wav"
# define kNukeActive "misc / b_nuke_active.wav"
# define kNukeExplode "misc / b_nuke_explode.wav"
# define kNukeModel "models / b_nuke.mdl"
const float kNukeDamage = 4000 ;
const float kNukeRange = 1000 ;
// Special building class names
# define kwsInfantryPortal "team_infportal"
# define kwInfantryPortal team_infportal
# define kwTeamCommand team_command
# define kwsTeamCommand "team_command"
# define kwsTurretFactory "team_turretfactory"
# define kwTurretFactory team_turretfactory
# define kwsAdvancedTurretFactory "team_advturretfactory"
# define kwAdvancedTurretFactory team_advturretfactory
# define kwsArmory "team_armory"
# define kwArmory team_armory
# define kwsAdvancedArmory "team_advarmory"
# define kwAdvancedArmory team_advarmory
# define kwsArmsLab "team_armslab"
# define kwArmsLab team_armslab
# define kwsPrototypeLab "team_prototypelab"
# define kwPrototypeLab team_prototypelab
# define kwsObservatory "team_observatory"
# define kwObservatory team_observatory
# define kwsChemlab "team_chemlab"
# define kwChemlab team_chemlab
# define kwsMedlab "team_medlab"
# define kwMedlab team_medlab
# define kwsNukePlant "team_nukeplant"
# define kwNukePlant team_nukeplant
// Resource tower
# define kwsResourceTower "resourcetower"
# define kwResourceTower resourcetower
# define kResourceTowerModel "models / b_resourcetower.mdl"
# define kResourceTowerSoundList "misc / resource_idle"
# define kResourceTowerMinSoundInterval 1.5f
const int kResourceTowerSightRange = 500 ;
# define kMarineItemMinSize Vector(-16, -16, 0)
# define kMarineItemMaxSize Vector(16, 16, 42)
// Command station constants
const float kCommandStationAttenuation = 2.0f ;
const float kCommandStationThinkInterval = .1f ;
# define kCommandStationModel "models / b_commandstation.mdl"
# define kCommandStationStartSound "misc / commstat-start.wav"
# define kCommandStationEndSound "misc / commstat-end.wav"
# define kCommandStationDeathSound "misc / commstat-die.wav"
# define kInfantryPortalModel "models / b_infportal.mdl"
# define kTransportSound "misc / transport.wav"
# define kTurretFactoryModel "models / b_turretfactory.mdl"
# define kArmoryModel "models / b_armory.mdl"
# define kAdvancedWeaponFactoryModel "models / b_advweaponfactory.mdl"
# define kArmsLabModel "models / b_armslab.mdl"
# define kPrototypeLabModel "models / b_prototypelab.mdl"
# define kObservatoryModel "models / b_observatory.mdl"
//#define kNukePlantModel "models/b_nukeplant.mdl"
// Misc build constants
# define kArmoryResupplySound "misc / resupply.wav"
# endif