NS/releases/3.05/source/mod/AvHBasePlayerWeaponConstants.h

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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:
//
// $Workfile: AvHBasePlayerWeaponConstants.h$
// $Date: 2002/07/01 21:17:38 $
//
//-------------------------------------------------------------------------------
// $Log: AvHBasePlayerWeaponConstants.h,v $
// Revision 1.18 2002/07/01 21:17:38 Flayra
// - Added babbler id
//
// Revision 1.17 2002/06/25 17:42:02 Flayra
// - Removed building weapons, added new weapons
//
// Revision 1.16 2002/06/03 16:29:53 Flayra
// - Added resupply (from arsenal), better animation support (for both view model and player model)
//
// Revision 1.15 2002/05/23 02:34:00 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
// Revision 1.16 2002/05/14 19:03:01 Charlie
//===============================================================================
#ifndef AVHBASEPLAYERWEAPONCONSTANTS_H
#define AVHBASEPLAYERWEAPONCONSTANTS_H
typedef enum
{
AVH_WEAPON_NONE = 0,
// Alien weapons
AVH_WEAPON_CLAWS,
AVH_WEAPON_SPIT,
AVH_WEAPON_SPORES,
AVH_WEAPON_SPIKE,
AVH_WEAPON_BITE, // Level 1 bite
AVH_WEAPON_BITE2, // Level 3 bite
AVH_WEAPON_SWIPE,
AVH_WEAPON_WEBSPINNER,
AVH_WEAPON_METABOLIZE,
AVH_WEAPON_PARASITE,
AVH_WEAPON_BLINK,
AVH_WEAPON_DIVINEWIND,
// Adding a new weapon? Don't forget to add it's weight in AvHGamerules::GetWeightForItemAndAmmo(AvHWeaponID inWeapon, int inNumRounds)
AVH_WEAPON_KNIFE,
AVH_WEAPON_PISTOL,
AVH_WEAPON_MG,
AVH_WEAPON_SONIC,
AVH_WEAPON_HMG,
AVH_WEAPON_WELDER,
AVH_WEAPON_MINE,
AVH_WEAPON_GRENADE_GUN,
// Abilities
AVH_ABILITY_LEAP,
AVH_ABILITY_CHARGE,
AVH_WEAPON_UMBRA,
AVH_WEAPON_PRIMALSCREAM,
AVH_WEAPON_BILEBOMB,
AVH_WEAPON_ACIDROCKET,
AVH_WEAPON_HEALINGSPRAY,
AVH_WEAPON_GRENADE,
AVH_WEAPON_STOMP,
AVH_WEAPON_DEVOUR,
// Can't go over 32 (client.cpp, GetWeaponData())
AVH_WEAPON_MAX
}
AvHWeaponID;
#define kWeaponMinSize Vector(-16, -16, 0)
#define kWeaponMaxSize Vector(16, 16, 28)
#define kGenericWallpuff "sprites/wallpuff.spr"
#define kNullModel "models/null.mdl"
#define kGenericAnimExt "mp5"
const float kDeployIdleInterval = 10.0;
#endif