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231 lines
8.3 KiB
C
231 lines
8.3 KiB
C
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//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHMarineWeaponConstants.h $
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// $Date: 2002/11/22 21:28:16 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHMarineWeaponConstants.h,v $
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// Revision 1.32 2002/11/22 21:28:16 Flayra
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// - mp_consistency changes
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//
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// Revision 1.31 2002/11/06 01:39:35 Flayra
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// - Regular update
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//
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// Revision 1.30 2002/11/05 06:17:26 Flayra
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// - Balance changes
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//
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// Revision 1.29 2002/10/24 21:33:31 Flayra
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// - Regular update
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//
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// Revision 1.28 2002/10/20 02:36:14 Flayra
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// - Regular update
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//
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// Revision 1.27 2002/10/16 01:01:38 Flayra
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// - Lowered shotty range
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//
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// Revision 1.26 2002/10/07 17:49:31 Flayra
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// - Shotty balance
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//
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// Revision 1.25 2002/10/03 18:58:41 Flayra
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// - Added heavy view models
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// - Grenade clip is now 6 instead of 4
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//
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// Revision 1.24 2002/09/23 22:22:39 Flayra
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// - Regular update
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//
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// Revision 1.23 2002/09/09 20:00:02 Flayra
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// - Balance changes
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//
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// Revision 1.22 2002/08/31 18:01:02 Flayra
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// - Work at VALVe
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//
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// Revision 1.20 2002/08/09 01:08:00 Flayra
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// - Lowered shotgun ROF to match animations
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// - Constants for shotgun sounds
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//
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// Revision 1.19 2002/08/02 21:53:56 Flayra
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// - Balance
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//
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// Revision 1.18 2002/07/28 19:21:28 Flayra
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// - Balance changes after/during RC4a
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//
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// Revision 1.17 2002/07/23 17:13:54 Flayra
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// - Marine weapons given back their mojo
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//
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// Revision 1.16 2002/07/08 17:10:22 Flayra
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// - Balance tweaks, bullet spread
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//
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// Revision 1.15 2002/07/01 22:41:29 Flayra
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// - Moved grenade damage to a constant
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//
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// Revision 1.14 2002/07/01 21:37:50 Flayra
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// - Balance changes, removed outdated grenade constants
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//
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// Revision 1.13 2002/06/25 18:07:13 Flayra
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// - Updated player animations, balance changes
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//
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// Revision 1.12 2002/06/10 19:58:45 Flayra
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// - MG clip size increased to 50, grenades toned down
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//
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// Revision 1.11 2002/06/03 16:51:32 Flayra
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// - Regular update
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//
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// Revision 1.10 2002/05/28 17:53:33 Flayra
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// - Removed extra knife sounds, tweaked HMG ROF for sound purposes, added marine deploy weapon volume so our sounds are normalized
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//
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// Revision 1.9 2002/05/23 02:33:42 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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// Revision 1.10 2002/05/14 19:49:33 Charlie
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// - Pistol damage tweaked
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//
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// Revision 1.9 2002/05/01 02:17:05 Charlie
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// - Tweaked LMG
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//
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//===============================================================================
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#ifndef AVHMARINEWEAPONCONSTANTS_H
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#define AVHMARINEWEAPONCONSTANTS_H
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#include "mod/AvHBasePlayerWeaponConstants.h"
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// I would have much preferred they weren't all #defined outside of the class
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// like this but the precaching issues that assume constant string addresses are getting to be too much.
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// Knife constants.
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const int kKNRange = 35;
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const float kKNXPunch = .75f;
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#define kKNEventName "events/Knife.sc"
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#define kKNVModel "models/v_kn.mdl"
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#define kKNHVVModel "models/v_kn_hv.mdl"
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#define kKNPModel "models/p_kn.mdl"
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#define kKNWModel "models/w_kn.mdl"
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#define kKNAnimExt "knife"
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#define kKNFireSound1 "weapons/kn-1.wav"
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#define kKNFireSound2 "weapons/kn-2.wav"
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#define kKNHitSound1 "weapons/kn-hit-1.wav"
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#define kKNHitSound2 "weapons/kn-hit-2.wav"
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#define kKNHitWallSound "weapons/kn-hit-wall.wav"
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#define kKNDeploySound "weapons/kn-deploy.wav"
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const int kKNBarrelLength = 15;
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// Machine gun constants.
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const int kMGRange = 8192;
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const float kMGXPunch = 1.8f;
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#define kMGEjectModel "models/pshell.mdl"
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#define kMGEventName "events/MachineGun.sc"
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#define kMGVModel "models/v_mg.mdl"
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#define kMGHVVModel "models/v_mg_hv.mdl"
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#define kMGWModel "models/w_mg.mdl"
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#define kMGPModel "models/p_mg.mdl"
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#define kMGFireSound1 "weapons/mg-1.wav"
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#define kMGFireSound2 "weapons/mg-2.wav"
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#define kMGFireSound3 "weapons/mg-3.wav"
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#define kMGFireSound4 "weapons/mg-4.wav"
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#define kMGReloadSound "weapons/g_reload.wav"
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#define kMGDeploySound "weapons/mg-deploy.wav"
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const int kMGBarrelLength = 25;
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#define kMGSpread VECTOR_CONE_4DEGREES
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// Pistol constants.
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const int kHGRange = 8192;
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const float kHGXPunch = 1.8f;
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#define kHGEjectModel "models/shell.mdl"
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#define kHGEventName "events/Pistol.sc"
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#define kHGVModel "models/v_hg.mdl"
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#define kHGHVVModel "models/v_hg_hv.mdl"
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#define kHGWModel "models/w_hg.mdl"
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#define kHGPModel "models/p_hg.mdl"
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#define kHGFireSound1 "weapons/hg-1.wav"
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#define kHGFireSound2 "weapons/hg-2.wav"
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#define kHGFireSound3 "weapons/hg-3.wav"
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#define kHGFireSound4 "weapons/hg-4.wav"
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#define kHGReloadSound "weapons/g_reload.wav"
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#define kHGDeploySound "weapons/hg-deploy.wav"
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const int kHGBarrelLength = 10;
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#define kHGSpread VECTOR_CONE_1DEGREES
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// Sonic/Shot gun constants.
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const int kSGRange = 700;
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const float kSGXPunch = .8f;
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#define kSGEjectModel "models/shotshell.mdl"
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#define kSGEventName "events/SonicGun.sc"
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#define kSGVModel "models/v_sg.mdl"
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#define kSGHVVModel "models/v_sg_hv.mdl"
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#define kSGWModel "models/w_sg.mdl"
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#define kSGPModel "models/p_sg.mdl"
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#define kSGFireSound1 "weapons/sg-1.wav"
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#define kSGFireSound2 "weapons/sg-2.wav"
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#define kSGFireSound3 "weapons/sg-3.wav"
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#define kSGFireSound4 "weapons/sg-4.wav"
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#define kSGReloadSound "weapons/g_reload.wav"
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#define kSGCockSound "weapons/sg-cock.wav"
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#define kSGDeploySound "weapons/sg-deploy.wav"
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const int kSGBarrelLength = 25;
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#define kSGSpread VECTOR_CONE_20DEGREES
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// Heavy machine gun
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const int kHMGRange = 6000;
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const float kHMGXPunch = 2;
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#define kHMGEjectModel "models/pshell.mdl"
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#define kHMGEventName "events/HeavyMachineGun.sc"
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#define kHMGVModel "models/v_hmg.mdl"
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#define kHMGHVVModel "models/v_hmg_hv.mdl"
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#define kHMGWModel "models/w_hmg.mdl"
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#define kHMGPModel "models/p_hmg.mdl"
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#define kHMGFireSound1 "weapons/hmg-1.wav"
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#define kHMGFireSound2 "weapons/hmg-2.wav"
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#define kHMGFireSound3 "weapons/hmg-3.wav"
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#define kHMGFireSound4 "weapons/hmg-4.wav"
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#define kHMGReloadSound "weapons/g_reload.wav"
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#define kHMGDeploySound "weapons/hmg-deploy.wav"
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const int kHMGBarrelLength = 25;
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#define kHMGSpread VECTOR_CONE_8DEGREES
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// Grenade gun
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const int kGGRange = 2000;
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const float kGGXPunch = .6f;
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#define kGGAmmoModel "models/w_grenade.mdl"
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#define kGGEjectModel "models/grenade.mdl"
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#define kGGEventName "events/GrenadeGun.sc"
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#define kGGVModel "models/v_gg.mdl"
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#define kGGHVVModel "models/v_gg_hv.mdl"
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#define kGGWModel "models/w_gg.mdl"
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#define kGGPModel "models/p_gg.mdl"
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#define kGrenadeBounceSound1 "weapons/grenade_hit1.wav"
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#define kGrenadeBounceSound2 "weapons/grenade_hit2.wav"
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#define kGrenadeBounceSound3 "weapons/grenade_hit3.wav"
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#define kGGFireSound1 "weapons/gg-1.wav"
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#define kGGFireSound2 "weapons/gg-2.wav"
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#define kGGFireSound3 "weapons/gg-3.wav"
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#define kGGFireSound4 "weapons/gg-4.wav"
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#define kGGReloadSound "weapons/g_reload.wav"
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#define kGGDeploySound "weapons/gg-deploy.wav"
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const int kGGBarrelLength = 25;
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// Grenade constants.
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const int kGRRange = 35;
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const float kGRXPunch = .75f;
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#define kGREventName "events/Grenade.sc"
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#define kGRVModel "models/v_gr.mdl"
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#define kGRHVVModel "models/v_gr_hv.mdl"
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#define kGRPModel "models/p_gr.mdl"
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#define kGRWModel "models/w_gr.mdl"
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#define kGRAnimExt "grenade"
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#define kGRFireSound1 "weapons/grenade_throw.wav"
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#define kGRDeploySound "weapons/grenade_draw.wav"
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#define kGRExplodeSound "weapons/grenade_explode.wav"
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#define kGRHitSound "weapons/grenade_hit.wav"
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#define kGRPrimeSound "weapons/grenade_prime.wav"
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const int kGRBarrelLength = 15;
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// Misc.
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const float kDeployMarineWeaponVolume = .3f;
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#endif
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