/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * ****/ #ifndef __TF_DEFS_H #define __TF_DEFS_H //=========================================================================== // OLD OPTIONS.QC //=========================================================================== #define DEFAULT_AUTOZOOM FALSE #define WEINER_SNIPER // autoaiming for sniper rifle #define FLAME_MAXWORLDNUM 20 // maximum number of flames in the world. DO NOT PUT BELOW 20. //#define MAX_WORLD_PIPEBOMBS 15 // This is divided between teams - this is the most you should have on a net server #define MAX_PLAYER_PIPEBOMBS 8 // maximum number of pipebombs any 1 player can have active #define MAX_PLAYER_AMMOBOXES 3 // maximum number of ammoboxes any 1 player can have active //#define MAX_WORLD_FLARES 9 // This is the total number of flares allowed in the world at one time //#define MAX_WORLD_AMMOBOXES 20 // This is divided between teams - this is the most you should have on a net server #define GR_TYPE_MIRV_NO 4 // Number of Mirvs a Mirv Grenade breaks into #define GR_TYPE_NAPALM_NO 8 // Number of flames napalm grenade breaks into (unused if net server) #define MEDIKIT_IS_BIOWEAPON // Medikit acts as a bioweapon against enemies #define TEAM_HELP_RATE 60 // used only if teamplay bit 64 (help team with lower score) is set. // 60 is a mild setting, and won't make too much difference // increasing it _decreases_ the amount of help the losing team gets // Minimum setting is 1, which would really help the losing team #define DISPLAY_CLASS_HELP TRUE // Change this to #OFF if you don't want the class help to // appear whenever a player connects #define NEVER_TEAMFRAGS FALSE // teamfrags options always off #define ALWAYS_TEAMFRAGS FALSE // teamfrags options always on #define CHECK_SPEEDS TRUE // makes sure players aren't moving too fast #define SNIPER_RIFLE_RELOAD_TIME 1.5 // seconds #define MAPBRIEFING_MAXTEXTLENGTH 512 #define PLAYER_PUSH_VELOCITY 50 // Players push teammates if they're moving under this speed // Debug Options //#define MAP_DEBUG // Debug for Map code. I suggest running in a hi-res // mode and/or piping the output from the server to a file. #ifdef MAP_DEBUG #define MDEBUG(x) x #else #define MDEBUG(x) #endif //#define VERBOSE // Verbose Debugging on/off //=========================================================================== // OLD QUAKE Defs //=========================================================================== // items #define IT_AXE 4096 #define IT_SHOTGUN 1 #define IT_SUPER_SHOTGUN 2 #define IT_NAILGUN 4 #define IT_SUPER_NAILGUN 8 #define IT_GRENADE_LAUNCHER 16 #define IT_ROCKET_LAUNCHER 32 #define IT_LIGHTNING 64 #define IT_EXTRA_WEAPON 128 #define IT_SHELLS 256 #define IT_NAILS 512 #define IT_ROCKETS 1024 #define IT_CELLS 2048 #define IT_ARMOR1 8192 #define IT_ARMOR2 16384 #define IT_ARMOR3 32768 #define IT_SUPERHEALTH 65536 #define IT_KEY1 131072 #define IT_KEY2 262144 #define IT_INVISIBILITY 524288 #define IT_INVULNERABILITY 1048576 #define IT_SUIT 2097152 #define IT_QUAD 4194304 #define IT_HOOK 8388608 #define IT_KEY3 16777216 // Stomp invisibility #define IT_KEY4 33554432 // Stomp invulnerability //=========================================================================== // TEAMFORTRESS Defs //=========================================================================== // TeamFortress State Flags #define TFSTATE_GRENPRIMED 1 // Whether the player has a primed grenade #define TFSTATE_RELOADING 2 // Whether the player is reloading #define TFSTATE_ALTKILL 4 // #TRUE if killed with a weapon not in self.weapon: NOT USED ANYMORE #define TFSTATE_RANDOMPC 8 // Whether Playerclass is random, new one each respawn #define TFSTATE_INFECTED 16 // set when player is infected by the bioweapon #define TFSTATE_INVINCIBLE 32 // Player has permanent Invincibility (Usually by GoalItem) #define TFSTATE_INVISIBLE 64 // Player has permanent Invisibility (Usually by GoalItem) #define TFSTATE_QUAD 128 // Player has permanent Quad Damage (Usually by GoalItem) #define TFSTATE_RADSUIT 256 // Player has permanent Radsuit (Usually by GoalItem) #define TFSTATE_BURNING 512 // Is on fire #define TFSTATE_GRENTHROWING 1024 // is throwing a grenade #define TFSTATE_AIMING 2048 // is using the laser sight #define TFSTATE_ZOOMOFF 4096 // doesn't want the FOV changed when zooming #define TFSTATE_RESPAWN_READY 8192 // is waiting for respawn, and has pressed fire #define TFSTATE_HALLUCINATING 16384 // set when player is hallucinating #define TFSTATE_TRANQUILISED 32768 // set when player is tranquilised #define TFSTATE_CANT_MOVE 65536 // set when player is setting a detpack #define TFSTATE_RESET_FLAMETIME 131072 // set when the player has to have his flames increased in health // Defines used by TF_T_Damage (see combat.qc) #define TF_TD_IGNOREARMOUR 1 // Bypasses the armour of the target #define TF_TD_NOTTEAM 2 // Doesn't damage a team member (indicates direct fire weapon) #define TF_TD_NOTSELF 4 // Doesn't damage self #define TF_TD_OTHER 0 // Ignore armorclass #define TF_TD_SHOT 1 // Bullet damage #define TF_TD_NAIL 2 // Nail damage #define TF_TD_EXPLOSION 4 // Explosion damage #define TF_TD_ELECTRICITY 8 // Electric damage #define TF_TD_FIRE 16 // Fire damage #define TF_TD_NOSOUND 256 // Special damage. Makes no sound/painframe, etc /*==================================================*/ /* Toggleable Game Settings */ /*==================================================*/ #define TF_RESPAWNDELAY1 5 // seconds of waiting before player can respawn #define TF_RESPAWNDELAY2 10 // seconds of waiting before player can respawn #define TF_RESPAWNDELAY3 20 // seconds of waiting before player can respawn #define TEAMPLAY_NORMAL 1 #define TEAMPLAY_HALFDIRECT 2 #define TEAMPLAY_NODIRECT 4 #define TEAMPLAY_HALFEXPLOSIVE 8 #define TEAMPLAY_NOEXPLOSIVE 16 #define TEAMPLAY_LESSPLAYERSHELP 32 #define TEAMPLAY_LESSSCOREHELP 64 #define TEAMPLAY_HALFDIRECTARMOR 128 #define TEAMPLAY_NODIRECTARMOR 256 #define TEAMPLAY_HALFEXPARMOR 512 #define TEAMPLAY_NOEXPARMOR 1024 #define TEAMPLAY_HALFDIRMIRROR 2048 #define TEAMPLAY_FULLDIRMIRROR 4096 #define TEAMPLAY_HALFEXPMIRROR 8192 #define TEAMPLAY_FULLEXPMIRROR 16384 #define TEAMPLAY_TEAMDAMAGE (TEAMPLAY_NODIRECT | TEAMPLAY_HALFDIRECT | TEAMPLAY_HALFEXPLOSIVE | TEAMPLAY_NOEXPLOSIVE) // FortressMap stuff #define TEAM1_CIVILIANS 1 #define TEAM2_CIVILIANS 2 #define TEAM3_CIVILIANS 4 #define TEAM4_CIVILIANS 8 // Defines for the playerclass #define PC_UNDEFINED 0 #define PC_SCOUT 1 #define PC_SNIPER 2 #define PC_SOLDIER 3 #define PC_DEMOMAN 4 #define PC_MEDIC 5 #define PC_HVYWEAP 6 #define PC_PYRO 7 #define PC_SPY 8 #define PC_ENGINEER 9 // Insert new class definitions here // PC_RANDOM _MUST_ be the third last class #define PC_RANDOM 10 // Random playerclass #define PC_CIVILIAN 11 // Civilians are a special class. They cannot // be chosen by players, only enforced by maps #define PC_LASTCLASS 12 // Use this as the high-boundary for any loops // through the playerclass. #define SENTRY_COLOR 10 // will be in the PC_RANDOM slot for team colors // These are just for the scanner #define SCAN_SENTRY 13 #define SCAN_GOALITEM 14 // Values returned by CheckArea enum { CAREA_CLEAR, CAREA_BLOCKED, CAREA_NOBUILD }; /*==================================================*/ /* Impulse Defines */ /*==================================================*/ // Alias check to see whether they already have the aliases #define TF_ALIAS_CHECK 13 // CTF Support Impulses #define HOOK_IMP1 22 #define FLAG_INFO 23 #define HOOK_IMP2 39 // Axe #define AXE_IMP 40 // Camera Impulse #define TF_CAM_TARGET 50 #define TF_CAM_ZOOM 51 #define TF_CAM_ANGLE 52 #define TF_CAM_VEC 53 #define TF_CAM_PROJECTILE 54 #define TF_CAM_PROJECTILE_Z 55 #define TF_CAM_REVANGLE 56 #define TF_CAM_OFFSET 57 #define TF_CAM_DROP 58 #define TF_CAM_FADETOBLACK 59 #define TF_CAM_FADEFROMBLACK 60 #define TF_CAM_FADETOWHITE 61 #define TF_CAM_FADEFROMWHITE 62 // Last Weapon impulse #define TF_LAST_WEAPON 69 // Status Bar Resolution Settings. Same as CTF to maintain ease of use. #define TF_STATUSBAR_RES_START 71 #define TF_STATUSBAR_RES_END 81 // Clan Messages #define TF_MESSAGE_1 82 #define TF_MESSAGE_2 83 #define TF_MESSAGE_3 84 #define TF_MESSAGE_4 85 #define TF_MESSAGE_5 86 #define TF_CHANGE_CLASS 99 // Bring up the Class Change menu // Added to PC_??? to get impulse to use if this clashes with your // own impulses, just change this value, not the PC_?? #define TF_CHANGEPC 100 // The next few impulses are all the class selections //PC_SCOUT 101 //PC_SNIPER 102 //PC_SOLDIER 103 //PC_DEMOMAN 104 //PC_MEDIC 105 //PC_HVYWEAP 106 //PC_PYRO 107 //PC_RANDOM 108 //PC_CIVILIAN 109 // Cannot be used //PC_SPY 110 //PC_ENGINEER 111 // Help impulses #define TF_DISPLAYLOCATION 118 #define TF_STATUS_QUERY 119 #define TF_HELP_MAP 131 // Information impulses #define TF_INVENTORY 135 #define TF_SHOWTF 136 #define TF_SHOWLEGALCLASSES 137 // Team Impulses #define TF_TEAM_1 140 // Join Team 1 #define TF_TEAM_2 141 // Join Team 2 #define TF_TEAM_3 142 // Join Team 3 #define TF_TEAM_4 143 // Join Team 4 #define TF_TEAM_CLASSES 144 // Impulse to display team classes #define TF_TEAM_SCORES 145 // Impulse to display team scores #define TF_TEAM_LIST 146 // Impulse to display the players in each team. // Grenade Impulses #define TF_GRENADE_1 150 // Prime grenade type 1 #define TF_GRENADE_2 151 // Prime grenade type 2 #define TF_GRENADE_T 152 // Throw primed grenade // Impulses for new items //#define TF_SCAN 159 // Scanner Pre-Impulse #define TF_AUTO_SCAN 159 // Scanner On/Off #define TF_SCAN_ENEMY 160 // Impulses to toggle scanning of enemies #define TF_SCAN_FRIENDLY 161 // Impulses to toggle scanning of friendlies //#define TF_SCAN_10 162 // Scan using 10 enery (1 cell) #define TF_SCAN_SOUND 162 // Scanner sounds on/off #define TF_SCAN_30 163 // Scan using 30 energy (2 cells) #define TF_SCAN_100 164 // Scan using 100 energy (5 cells) #define TF_DETPACK_5 165 // Detpack set to 5 seconds #define TF_DETPACK_20 166 // Detpack set to 20 seconds #define TF_DETPACK_50 167 // Detpack set to 50 seconds #define TF_DETPACK 168 // Detpack Pre-Impulse #define TF_DETPACK_STOP 169 // Impulse to stop setting detpack #define TF_PB_DETONATE 170 // Detonate Pipebombs // Special skill #define TF_SPECIAL_SKILL 171 // Ammo Drop impulse #define TF_DROP_AMMO 172 // Reload impulse #define TF_RELOAD 173 // auto-zoom toggle #define TF_AUTOZOOM 174 // drop/pass commands #define TF_DROPKEY 175 // Select Medikit #define TF_MEDIKIT 176 // Spy Impulses #define TF_SPY_SPY 177 // On net, go invisible, on LAN, change skin/color #define TF_SPY_DIE 178 // Feign Death // Engineer Impulses #define TF_ENGINEER_BUILD 179 #define TF_ENGINEER_SANDBAG 180 // Medic #define TF_MEDIC_HELPME 181 // Status bar #define TF_STATUSBAR_ON 182 #define TF_STATUSBAR_OFF 183 // Discard impulse #define TF_DISCARD 184 // ID Player impulse #define TF_ID 185 // Clan Battle impulses #define TF_SHOWIDS 186 // More Engineer Impulses #define TF_ENGINEER_DETDISP 187 #define TF_ENGINEER_DETSENT 188 // Admin Commands #define TF_ADMIN_DEAL_CYCLE 189 #define TF_ADMIN_KICK 190 #define TF_ADMIN_BAN 191 #define TF_ADMIN_COUNTPLAYERS 192 #define TF_ADMIN_CEASEFIRE 193 // Drop Goal Items #define TF_DROPGOALITEMS 194 // More Admin Commands #define TF_ADMIN_NEXT 195 // More Engineer Impulses #define TF_ENGINEER_DETEXIT 196 #define TF_ENGINEER_DETENTRANCE 197 // Yet MORE Admin Commands #define TF_ADMIN_LISTIPS 198 // Silent Spy Feign #define TF_SPY_SILENTDIE 199 /*==================================================*/ /*==================================================*/ #define TEAM1_COLOR 150 #define TEAM2_COLOR 250 #define TEAM3_COLOR 45 #define TEAM4_COLOR 100 /*==================================================*/ /* Defines for the ENGINEER's Building ability */ /*==================================================*/ // Ammo costs #define AMMO_COST_SHELLS 2 // Metal needed to make 1 shell #define AMMO_COST_NAILS 1 #define AMMO_COST_ROCKETS 2 #define AMMO_COST_CELLS 2 // Building types #define BUILD_DISPENSER 1 #define BUILD_SENTRYGUN 2 #define BUILD_MORTAR 3 #define BUILD_TELEPORTER_ENTRANCE 4 #define BUILD_TELEPORTER_EXIT 5 // Building metal costs #define BUILD_COST_DISPENSER 100 // Metal needed to built #define BUILD_COST_SENTRYGUN 130 #define BUILD_COST_MORTAR 150 #define BUILD_COST_TELEPORTER 125 #define BUILD_COST_SANDBAG 20 // Built with a separate alias // Building times #define BUILD_TIME_DISPENSER 2 // seconds to build #define BUILD_TIME_SENTRYGUN 5 #define BUILD_TIME_MORTAR 5 #define BUILD_TIME_TELEPORTER 4 // Building health levels #define BUILD_HEALTH_DISPENSER 150 // Health of the building #define BUILD_HEALTH_SENTRYGUN 150 #define BUILD_HEALTH_MORTAR 200 #define BUILD_HEALTH_TELEPORTER 80 // Dispenser's maximum carrying capability #define BUILD_DISPENSER_MAX_SHELLS 400 #define BUILD_DISPENSER_MAX_NAILS 600 #define BUILD_DISPENSER_MAX_ROCKETS 300 #define BUILD_DISPENSER_MAX_CELLS 400 #define BUILD_DISPENSER_MAX_ARMOR 500 // Build state sent down to client #define BS_BUILDING (1<<0) #define BS_HAS_DISPENSER (1<<1) #define BS_HAS_SENTRYGUN (1<<2) #define BS_CANB_DISPENSER (1<<3) #define BS_CANB_SENTRYGUN (1<<4) /*==================================================*/ /* Ammo quantities for dropping & dispenser use */ /*==================================================*/ #define DROP_SHELLS 20 #define DROP_NAILS 20 #define DROP_ROCKETS 10 #define DROP_CELLS 10 #define DROP_ARMOR 40 /*==================================================*/ /* Team Defines */ /*==================================================*/ #define TM_MAX_NO 4 // Max number of teams. Simply changing this value isn't enough. // A new global to hold new team colors is needed, and more flags // in the spawnpoint spawnflags may need to be used. // Basically, don't change this unless you know what you're doing :) /*==================================================*/ /* New Weapon Defines */ /*==================================================*/ #define WEAP_HOOK 1 #define WEAP_BIOWEAPON 2 #define WEAP_MEDIKIT 4 #define WEAP_SPANNER 8 #define WEAP_AXE 16 #define WEAP_SNIPER_RIFLE 32 #define WEAP_AUTO_RIFLE 64 #define WEAP_SHOTGUN 128 #define WEAP_SUPER_SHOTGUN 256 #define WEAP_NAILGUN 512 #define WEAP_SUPER_NAILGUN 1024 #define WEAP_GRENADE_LAUNCHER 2048 #define WEAP_FLAMETHROWER 4096 #define WEAP_ROCKET_LAUNCHER 8192 #define WEAP_INCENDIARY 16384 #define WEAP_ASSAULT_CANNON 32768 #define WEAP_LIGHTNING 65536 #define WEAP_DETPACK 131072 #define WEAP_TRANQ 262144 #define WEAP_LASER 524288 // still room for 12 more weapons // but we can remove some by giving the weapons // a weapon mode (like the rifle) // HL-compatible weapon numbers #define WEAPON_HOOK 1 #define WEAPON_BIOWEAPON (WEAPON_HOOK+1) #define WEAPON_MEDIKIT (WEAPON_HOOK+2) #define WEAPON_SPANNER (WEAPON_HOOK+3) #define WEAPON_AXE (WEAPON_HOOK+4) #define WEAPON_SNIPER_RIFLE (WEAPON_HOOK+5) #define WEAPON_AUTO_RIFLE (WEAPON_HOOK+6) #define WEAPON_TF_SHOTGUN (WEAPON_HOOK+7) #define WEAPON_SUPER_SHOTGUN (WEAPON_HOOK+8) #define WEAPON_NAILGUN (WEAPON_HOOK+9) #define WEAPON_SUPER_NAILGUN (WEAPON_HOOK+10) #define WEAPON_GRENADE_LAUNCHER (WEAPON_HOOK+11) #define WEAPON_FLAMETHROWER (WEAPON_HOOK+12) #define WEAPON_ROCKET_LAUNCHER (WEAPON_HOOK+13) #define WEAPON_INCENDIARY (WEAPON_HOOK+14) #define WEAPON_ASSAULT_CANNON (WEAPON_HOOK+16) #define WEAPON_LIGHTNING (WEAPON_HOOK+17) #define WEAPON_DETPACK (WEAPON_HOOK+18) #define WEAPON_TRANQ (WEAPON_HOOK+19) #define WEAPON_LASER (WEAPON_HOOK+20) #define WEAPON_PIPEBOMB_LAUNCHER (WEAPON_HOOK+21) #define WEAPON_KNIFE (WEAPON_HOOK+22) #define WEAPON_BENCHMARK (WEAPON_HOOK+23) /*==================================================*/ /* New Weapon Related Defines */ /*==================================================*/ // shots per reload #define RE_SHOTGUN 8 #define RE_SUPER_SHOTGUN 16 // 8 shots #define RE_GRENADE_LAUNCHER 6 #define RE_ROCKET_LAUNCHER 4 // reload times #define RE_SHOTGUN_TIME 2 #define RE_SUPER_SHOTGUN_TIME 3 #define RE_GRENADE_LAUNCHER_TIME 4 #define RE_ROCKET_LAUNCHER_TIME 5 // Maximum velocity you can move and fire the Sniper Rifle #define WEAP_SNIPER_RIFLE_MAX_MOVE 50 // Medikit #define WEAP_MEDIKIT_HEAL 200 // Amount medikit heals per hit #define WEAP_MEDIKIT_OVERHEAL 50 // Amount of superhealth over max_health the medikit will dispense // Spanner #define WEAP_SPANNER_REPAIR 10 // Detpack #define WEAP_DETPACK_DISARMTIME 3 // Time it takes to disarm a Detpack #define WEAP_DETPACK_SETTIME 3 // Time it takes to set a Detpack #define WEAP_DETPACK_SIZE 700 // Explosion Size #define WEAP_DETPACK_GOAL_SIZE 1500 // Explosion Size for goal triggering #define WEAP_DETPACK_BITS_NO 12 // Bits that detpack explodes into // Tranquiliser Gun #define TRANQ_TIME 15 // Grenades #define GR_PRIMETIME 3 #define GR_CALTROP_PRIME 0.5 #define GR_TYPE_NONE 0 #define GR_TYPE_NORMAL 1 #define GR_TYPE_CONCUSSION 2 #define GR_TYPE_NAIL 3 #define GR_TYPE_MIRV 4 #define GR_TYPE_NAPALM 5 //#define GR_TYPE_FLARE 6 #define GR_TYPE_GAS 7 #define GR_TYPE_EMP 8 #define GR_TYPE_CALTROP 9 //#define GR_TYPE_FLASH 10 // Defines for WeaponMode #define GL_NORMAL 0 #define GL_PIPEBOMB 1 // Defines for OLD Concussion Grenade #define GR_OLD_CONCUSS_TIME 5 #define GR_OLD_CONCUSS_DEC 20 // Defines for Concussion Grenade #define GR_CONCUSS_TIME 0.25 #define GR_CONCUSS_DEC 10 #define MEDIUM_PING 150 #define HIGH_PING 200 // Defines for the Gas Grenade #define GR_HALLU_TIME 0.3 #define GR_OLD_HALLU_TIME 0.5 #define GR_HALLU_DEC 2.5 // Defines for the BioInfection #define BIO_JUMP_RADIUS 128 // The distance the bioinfection can jump between players /*==================================================*/ /* New Items */ /*==================================================*/ #define NIT_SCANNER 1 #define NIT_SILVER_DOOR_OPENED #IT_KEY1 // 131072 #define NIT_GOLD_DOOR_OPENED #IT_KEY2 // 262144 /*==================================================*/ /* New Item Flags */ /*==================================================*/ #define NIT_SCANNER_ENEMY 1 // Detect enemies #define NIT_SCANNER_FRIENDLY 2 // Detect friendlies (team members) #define NIT_SCANNER_SOUND 4 // Motion detection. Only report moving entities. /*==================================================*/ /* New Item Related Defines */ /*==================================================*/ #define NIT_SCANNER_POWER 25 // The amount of power spent on a scan with the scanner // is multiplied by this to get the scanrange. #define NIT_SCANNER_MAXCELL 50 // The maximum number of cells than can be used in one scan #define NIT_SCANNER_MIN_MOVEMENT 50 // The minimum velocity an entity must have to be detected // by scanners that only detect movement /*==================================================*/ /* Variables used for New Weapons and Reloading */ /*==================================================*/ // Armor Classes : Bitfields. Use the "armorclass" of armor for the Armor Type. #define AT_SAVESHOT 1 // Kevlar : Reduces bullet damage by 15% #define AT_SAVENAIL 2 // Wood :) : Reduces nail damage by 15% #define AT_SAVEEXPLOSION 4 // Blast : Reduces explosion damage by 15% #define AT_SAVEELECTRICITY 8 // Shock : Reduces electricity damage by 15% #define AT_SAVEFIRE 16 // Asbestos : Reduces fire damage by 15% /*==========================================================================*/ /* TEAMFORTRESS CLASS DETAILS */ /*==========================================================================*/ // Class Details for SCOUT #define PC_SCOUT_SKIN 4 // Skin for this class when Classkin is on. #define PC_SCOUT_MAXHEALTH 75 // Maximum Health Level #define PC_SCOUT_MAXSPEED 400 // Maximum movement speed #define PC_SCOUT_MAXSTRAFESPEED 400 // Maximum strafing movement speed #define PC_SCOUT_MAXARMOR 50 // Maximum Armor Level, of any armor class #define PC_SCOUT_INITARMOR 25 // Armor level when respawned #define PC_SCOUT_MAXARMORTYPE 0.3 // Maximum level of Armor absorption #define PC_SCOUT_INITARMORTYPE 0.3 // Absorption Level of armor when respawned #define PC_SCOUT_ARMORCLASSES 3 // #AT_SAVESHOT | #AT_SAVENAIL <-Armor Classes allowed for this class #define PC_SCOUT_INITARMORCLASS 0 // Armorclass worn when respawned #define PC_SCOUT_WEAPONS WEAP_AXE | WEAP_SHOTGUN | WEAP_NAILGUN #define PC_SCOUT_MAXAMMO_SHOT 50 // Maximum amount of shot ammo this class can carry #define PC_SCOUT_MAXAMMO_NAIL 200 // Maximum amount of nail ammo this class can carry #define PC_SCOUT_MAXAMMO_CELL 100 // Maximum amount of cell ammo this class can carry #define PC_SCOUT_MAXAMMO_ROCKET 25 // Maximum amount of rocket ammo this class can carry #define PC_SCOUT_INITAMMO_SHOT 25 // Amount of shot ammo this class has when respawned #define PC_SCOUT_INITAMMO_NAIL 100 // Amount of nail ammo this class has when respawned #define PC_SCOUT_INITAMMO_CELL 50 // Amount of cell ammo this class has when respawned #define PC_SCOUT_INITAMMO_ROCKET 0 // Amount of rocket ammo this class has when respawned #define PC_SCOUT_GRENADE_TYPE_1 GR_TYPE_CALTROP // <- 1st Type of Grenade this class has #define PC_SCOUT_GRENADE_TYPE_2 GR_TYPE_CONCUSSION // <- 2nd Type of Grenade this class has #define PC_SCOUT_GRENADE_INIT_1 2 // Number of grenades of Type 1 this class has when respawned #define PC_SCOUT_GRENADE_INIT_2 3 // Number of grenades of Type 2 this class has when respawned #define PC_SCOUT_TF_ITEMS NIT_SCANNER // <- TeamFortress Items this class has #define PC_SCOUT_MOTION_MIN_I 0.5 // < Short range #define PC_SCOUT_MOTION_MIN_MOVE 50 // Minimum vlen of player velocity to be picked up by motion detector #define PC_SCOUT_SCAN_TIME 2 // # of seconds between each scan pulse #define PC_SCOUT_SCAN_RANGE 100 // Default scanner range #define PC_SCOUT_SCAN_COST 2 // Default scanner cell useage per scan // Class Details for SNIPER #define PC_SNIPER_SKIN 5 #define PC_SNIPER_MAXHEALTH 90 #define PC_SNIPER_MAXSPEED 300 #define PC_SNIPER_MAXSTRAFESPEED 300 #define PC_SNIPER_MAXARMOR 50 #define PC_SNIPER_INITARMOR 0 #define PC_SNIPER_MAXARMORTYPE 0.3 #define PC_SNIPER_INITARMORTYPE 0.3 #define PC_SNIPER_ARMORCLASSES 3 // #AT_SAVESHOT | #AT_SAVENAIL #define PC_SNIPER_INITARMORCLASS 0 #define PC_SNIPER_WEAPONS WEAP_SNIPER_RIFLE | WEAP_AUTO_RIFLE | WEAP_AXE | WEAP_NAILGUN #define PC_SNIPER_MAXAMMO_SHOT 75 #define PC_SNIPER_MAXAMMO_NAIL 100 #define PC_SNIPER_MAXAMMO_CELL 50 #define PC_SNIPER_MAXAMMO_ROCKET 25 #define PC_SNIPER_INITAMMO_SHOT 60 #define PC_SNIPER_INITAMMO_NAIL 50 #define PC_SNIPER_INITAMMO_CELL 0 #define PC_SNIPER_INITAMMO_ROCKET 0 #define PC_SNIPER_GRENADE_TYPE_1 GR_TYPE_NORMAL #define PC_SNIPER_GRENADE_TYPE_2 GR_TYPE_NONE #define PC_SNIPER_GRENADE_INIT_1 2 #define PC_SNIPER_GRENADE_INIT_2 0 #define PC_SNIPER_TF_ITEMS 0 // Class Details for SOLDIER #define PC_SOLDIER_SKIN 6 #define PC_SOLDIER_MAXHEALTH 100 #define PC_SOLDIER_MAXSPEED 240 #define PC_SOLDIER_MAXSTRAFESPEED 240 #define PC_SOLDIER_MAXARMOR 200 #define PC_SOLDIER_INITARMOR 100 #define PC_SOLDIER_MAXARMORTYPE 0.8 #define PC_SOLDIER_INITARMORTYPE 0.8 #define PC_SOLDIER_ARMORCLASSES 31 // ALL #define PC_SOLDIER_INITARMORCLASS 0 #define PC_SOLDIER_WEAPONS WEAP_AXE | WEAP_SHOTGUN | WEAP_SUPER_SHOTGUN | WEAP_ROCKET_LAUNCHER #define PC_SOLDIER_MAXAMMO_SHOT 100 #define PC_SOLDIER_MAXAMMO_NAIL 100 #define PC_SOLDIER_MAXAMMO_CELL 50 #define PC_SOLDIER_MAXAMMO_ROCKET 50 #define PC_SOLDIER_INITAMMO_SHOT 50 #define PC_SOLDIER_INITAMMO_NAIL 0 #define PC_SOLDIER_INITAMMO_CELL 0 #define PC_SOLDIER_INITAMMO_ROCKET 10 #define PC_SOLDIER_GRENADE_TYPE_1 GR_TYPE_NORMAL #define PC_SOLDIER_GRENADE_TYPE_2 GR_TYPE_NAIL #define PC_SOLDIER_GRENADE_INIT_1 2 #define PC_SOLDIER_GRENADE_INIT_2 1 #define PC_SOLDIER_TF_ITEMS 0 #define MAX_NAIL_GRENS 2 // Can only have 2 Nail grens active #define MAX_NAPALM_GRENS 2 // Can only have 2 Napalm grens active #define MAX_GAS_GRENS 2 // Can only have 2 Gas grenades active #define MAX_MIRV_GRENS 2 // Can only have 2 Mirv's #define MAX_CONCUSSION_GRENS 3 #define MAX_CALTROP_CANS 3 // Class Details for DEMOLITION MAN #define PC_DEMOMAN_SKIN 1 #define PC_DEMOMAN_MAXHEALTH 90 #define PC_DEMOMAN_MAXSPEED 280 #define PC_DEMOMAN_MAXSTRAFESPEED 280 #define PC_DEMOMAN_MAXARMOR 120 #define PC_DEMOMAN_INITARMOR 50 #define PC_DEMOMAN_MAXARMORTYPE 0.6 #define PC_DEMOMAN_INITARMORTYPE 0.6 #define PC_DEMOMAN_ARMORCLASSES 31 // ALL #define PC_DEMOMAN_INITARMORCLASS 0 #define PC_DEMOMAN_WEAPONS WEAP_AXE | WEAP_SHOTGUN | WEAP_GRENADE_LAUNCHER | WEAP_DETPACK #define PC_DEMOMAN_MAXAMMO_SHOT 75 #define PC_DEMOMAN_MAXAMMO_NAIL 50 #define PC_DEMOMAN_MAXAMMO_CELL 50 #define PC_DEMOMAN_MAXAMMO_ROCKET 50 #define PC_DEMOMAN_MAXAMMO_DETPACK 1 #define PC_DEMOMAN_INITAMMO_SHOT 30 #define PC_DEMOMAN_INITAMMO_NAIL 0 #define PC_DEMOMAN_INITAMMO_CELL 0 #define PC_DEMOMAN_INITAMMO_ROCKET 20 #define PC_DEMOMAN_INITAMMO_DETPACK 1 #define PC_DEMOMAN_GRENADE_TYPE_1 GR_TYPE_NORMAL #define PC_DEMOMAN_GRENADE_TYPE_2 GR_TYPE_MIRV #define PC_DEMOMAN_GRENADE_INIT_1 2 #define PC_DEMOMAN_GRENADE_INIT_2 2 #define PC_DEMOMAN_TF_ITEMS 0 // Class Details for COMBAT MEDIC #define PC_MEDIC_SKIN 3 #define PC_MEDIC_MAXHEALTH 90 #define PC_MEDIC_MAXSPEED 320 #define PC_MEDIC_MAXSTRAFESPEED 320 #define PC_MEDIC_MAXARMOR 100 #define PC_MEDIC_INITARMOR 50 #define PC_MEDIC_MAXARMORTYPE 0.6 #define PC_MEDIC_INITARMORTYPE 0.3 #define PC_MEDIC_ARMORCLASSES 11 // ALL except EXPLOSION #define PC_MEDIC_INITARMORCLASS 0 #define PC_MEDIC_WEAPONS WEAP_BIOWEAPON | WEAP_MEDIKIT | WEAP_SHOTGUN | WEAP_SUPER_SHOTGUN | WEAP_SUPER_NAILGUN #define PC_MEDIC_MAXAMMO_SHOT 75 #define PC_MEDIC_MAXAMMO_NAIL 150 #define PC_MEDIC_MAXAMMO_CELL 50 #define PC_MEDIC_MAXAMMO_ROCKET 25 #define PC_MEDIC_MAXAMMO_MEDIKIT 100 #define PC_MEDIC_INITAMMO_SHOT 50 #define PC_MEDIC_INITAMMO_NAIL 50 #define PC_MEDIC_INITAMMO_CELL 0 #define PC_MEDIC_INITAMMO_ROCKET 0 #define PC_MEDIC_INITAMMO_MEDIKIT 50 #define PC_MEDIC_GRENADE_TYPE_1 GR_TYPE_NORMAL #define PC_MEDIC_GRENADE_TYPE_2 GR_TYPE_CONCUSSION #define PC_MEDIC_GRENADE_INIT_1 2 #define PC_MEDIC_GRENADE_INIT_2 2 #define PC_MEDIC_TF_ITEMS 0 #define PC_MEDIC_REGEN_TIME 3 // Number of seconds between each regen. #define PC_MEDIC_REGEN_AMOUNT 2 // Amount of health regenerated each regen. // Class Details for HVYWEAP #define PC_HVYWEAP_SKIN 2 #define PC_HVYWEAP_MAXHEALTH 100 #define PC_HVYWEAP_MAXSPEED 230 #define PC_HVYWEAP_MAXSTRAFESPEED 230 #define PC_HVYWEAP_MAXARMOR 300 #define PC_HVYWEAP_INITARMOR 150 #define PC_HVYWEAP_MAXARMORTYPE 0.8 #define PC_HVYWEAP_INITARMORTYPE 0.8 #define PC_HVYWEAP_ARMORCLASSES 31 // ALL #define PC_HVYWEAP_INITARMORCLASS 0 #define PC_HVYWEAP_WEAPONS WEAP_ASSAULT_CANNON | WEAP_AXE | WEAP_SHOTGUN | WEAP_SUPER_SHOTGUN #define PC_HVYWEAP_MAXAMMO_SHOT 200 #define PC_HVYWEAP_MAXAMMO_NAIL 200 #define PC_HVYWEAP_MAXAMMO_CELL 50 #define PC_HVYWEAP_MAXAMMO_ROCKET 25 #define PC_HVYWEAP_INITAMMO_SHOT 200 #define PC_HVYWEAP_INITAMMO_NAIL 0 #define PC_HVYWEAP_INITAMMO_CELL 30 #define PC_HVYWEAP_INITAMMO_ROCKET 0 #define PC_HVYWEAP_GRENADE_TYPE_1 GR_TYPE_NORMAL #define PC_HVYWEAP_GRENADE_TYPE_2 GR_TYPE_MIRV #define PC_HVYWEAP_GRENADE_INIT_1 2 #define PC_HVYWEAP_GRENADE_INIT_2 1 #define PC_HVYWEAP_TF_ITEMS 0 #define PC_HVYWEAP_CELL_USAGE 7 // Amount of cells spent to power up assault cannon // Class Details for PYRO #define PC_PYRO_SKIN 21 #define PC_PYRO_MAXHEALTH 100 #define PC_PYRO_MAXSPEED 300 #define PC_PYRO_MAXSTRAFESPEED 300 #define PC_PYRO_MAXARMOR 150 #define PC_PYRO_INITARMOR 50 #define PC_PYRO_MAXARMORTYPE 0.6 #define PC_PYRO_INITARMORTYPE 0.6 #define PC_PYRO_ARMORCLASSES 27 // ALL except EXPLOSION #define PC_PYRO_INITARMORCLASS 16 // #AT_SAVEFIRE #define PC_PYRO_WEAPONS WEAP_INCENDIARY | WEAP_FLAMETHROWER | WEAP_AXE | WEAP_SHOTGUN #define PC_PYRO_MAXAMMO_SHOT 40 #define PC_PYRO_MAXAMMO_NAIL 50 #define PC_PYRO_MAXAMMO_CELL 200 #define PC_PYRO_MAXAMMO_ROCKET 20 #define PC_PYRO_INITAMMO_SHOT 20 #define PC_PYRO_INITAMMO_NAIL 0 #define PC_PYRO_INITAMMO_CELL 120 #define PC_PYRO_INITAMMO_ROCKET 5 #define PC_PYRO_GRENADE_TYPE_1 GR_TYPE_NORMAL #define PC_PYRO_GRENADE_TYPE_2 GR_TYPE_NAPALM #define PC_PYRO_GRENADE_INIT_1 2 #define PC_PYRO_GRENADE_INIT_2 4 #define PC_PYRO_TF_ITEMS 0 #define PC_PYRO_ROCKET_USAGE 3 // Number of rockets per incendiary cannon shot // Class Details for SPY #define PC_SPY_SKIN 22 #define PC_SPY_MAXHEALTH 90 #define PC_SPY_MAXSPEED 300 #define PC_SPY_MAXSTRAFESPEED 300 #define PC_SPY_MAXARMOR 100 #define PC_SPY_INITARMOR 25 #define PC_SPY_MAXARMORTYPE 0.6 // Was 0.3 #define PC_SPY_INITARMORTYPE 0.6 // Was 0.3 #define PC_SPY_ARMORCLASSES 27 // ALL except EXPLOSION #define PC_SPY_INITARMORCLASS 0 #define PC_SPY_WEAPONS WEAP_AXE | WEAP_TRANQ | WEAP_SUPER_SHOTGUN | WEAP_NAILGUN #define PC_SPY_MAXAMMO_SHOT 40 #define PC_SPY_MAXAMMO_NAIL 100 #define PC_SPY_MAXAMMO_CELL 30 #define PC_SPY_MAXAMMO_ROCKET 15 #define PC_SPY_INITAMMO_SHOT 40 #define PC_SPY_INITAMMO_NAIL 50 #define PC_SPY_INITAMMO_CELL 10 #define PC_SPY_INITAMMO_ROCKET 0 #define PC_SPY_GRENADE_TYPE_1 GR_TYPE_NORMAL #define PC_SPY_GRENADE_TYPE_2 GR_TYPE_GAS #define PC_SPY_GRENADE_INIT_1 2 #define PC_SPY_GRENADE_INIT_2 2 #define PC_SPY_TF_ITEMS 0 #define PC_SPY_CELL_REGEN_TIME 5 #define PC_SPY_CELL_REGEN_AMOUNT 1 #define PC_SPY_CELL_USAGE 3 // Amount of cells spent while invisible #define PC_SPY_GO_UNDERCOVER_TIME 4 // Time it takes to go undercover // Class Details for ENGINEER #define PC_ENGINEER_SKIN 22 // Not used anymore #define PC_ENGINEER_MAXHEALTH 80 #define PC_ENGINEER_MAXSPEED 300 #define PC_ENGINEER_MAXSTRAFESPEED 300 #define PC_ENGINEER_MAXARMOR 50 #define PC_ENGINEER_INITARMOR 25 #define PC_ENGINEER_MAXARMORTYPE 0.6 #define PC_ENGINEER_INITARMORTYPE 0.3 #define PC_ENGINEER_ARMORCLASSES 31 // ALL #define PC_ENGINEER_INITARMORCLASS 0 #define PC_ENGINEER_WEAPONS WEAP_SPANNER | WEAP_LASER | WEAP_SUPER_SHOTGUN #define PC_ENGINEER_MAXAMMO_SHOT 50 #define PC_ENGINEER_MAXAMMO_NAIL 50 #define PC_ENGINEER_MAXAMMO_CELL 200 // synonymous with metal #define PC_ENGINEER_MAXAMMO_ROCKET 30 #define PC_ENGINEER_INITAMMO_SHOT 20 #define PC_ENGINEER_INITAMMO_NAIL 25 #define PC_ENGINEER_INITAMMO_CELL 100 // synonymous with metal #define PC_ENGINEER_INITAMMO_ROCKET 0 #define PC_ENGINEER_GRENADE_TYPE_1 GR_TYPE_NORMAL #define PC_ENGINEER_GRENADE_TYPE_2 GR_TYPE_EMP #define PC_ENGINEER_GRENADE_INIT_1 2 #define PC_ENGINEER_GRENADE_INIT_2 2 #define PC_ENGINEER_TF_ITEMS 0 // Class Details for CIVILIAN #define PC_CIVILIAN_SKIN 22 #define PC_CIVILIAN_MAXHEALTH 50 #define PC_CIVILIAN_MAXSPEED 240 #define PC_CIVILIAN_MAXSTRAFESPEED 240 #define PC_CIVILIAN_MAXARMOR 0 #define PC_CIVILIAN_INITARMOR 0 #define PC_CIVILIAN_MAXARMORTYPE 0 #define PC_CIVILIAN_INITARMORTYPE 0 #define PC_CIVILIAN_ARMORCLASSES 0 #define PC_CIVILIAN_INITARMORCLASS 0 #define PC_CIVILIAN_WEAPONS WEAP_AXE #define PC_CIVILIAN_MAXAMMO_SHOT 0 #define PC_CIVILIAN_MAXAMMO_NAIL 0 #define PC_CIVILIAN_MAXAMMO_CELL 0 #define PC_CIVILIAN_MAXAMMO_ROCKET 0 #define PC_CIVILIAN_INITAMMO_SHOT 0 #define PC_CIVILIAN_INITAMMO_NAIL 0 #define PC_CIVILIAN_INITAMMO_CELL 0 #define PC_CIVILIAN_INITAMMO_ROCKET 0 #define PC_CIVILIAN_GRENADE_TYPE_1 0 #define PC_CIVILIAN_GRENADE_TYPE_2 0 #define PC_CIVILIAN_GRENADE_INIT_1 0 #define PC_CIVILIAN_GRENADE_INIT_2 0 #define PC_CIVILIAN_TF_ITEMS 0 /*==========================================================================*/ /* TEAMFORTRESS GOALS */ /*==========================================================================*/ // For all these defines, see the tfortmap.txt that came with the zip // for complete descriptions. // Defines for Goal Activation types : goal_activation (in goals) #define TFGA_TOUCH 1 // Activated when touched #define TFGA_TOUCH_DETPACK 2 // Activated when touched by a detpack explosion #define TFGA_REVERSE_AP 4 // Activated when AP details are _not_ met #define TFGA_SPANNER 8 // Activated when hit by an engineer's spanner #define TFGA_DROPTOGROUND 2048 // Drop to Ground when spawning // Defines for Goal Effects types : goal_effect #define TFGE_AP 1 // AP is affected. Default. #define TFGE_AP_TEAM 2 // All of the AP's team. #define TFGE_NOT_AP_TEAM 4 // All except AP's team. #define TFGE_NOT_AP 8 // All except AP. #define TFGE_WALL 16 // If set, walls stop the Radius effects #define TFGE_SAME_ENVIRONMENT 32 // If set, players in a different environment to the Goal are not affected #define TFGE_TIMER_CHECK_AP 64 // If set, Timer Goals check their critera for all players fitting their effects // Defines for Goal Result types : goal_result #define TFGR_SINGLE 1 // Goal can only be activated once #define TFGR_ADD_BONUSES 2 // Any Goals activated by this one give their bonuses #define TFGR_ENDGAME 4 // Goal fires Intermission, displays scores, and ends level #define TFGR_NO_ITEM_RESULTS 8 // GoalItems given by this Goal don't do results #define TFGR_REMOVE_DISGUISE 16 // Prevent/Remove undercover from any Spy #define TFGR_FORCE_RESPAWN 32 // Forces the player to teleport to a respawn point #define TFGR_DESTROY_BUILDINGS 64 // Destroys this player's buildings, if anys // Defines for Goal Group Result types : goal_group // None! // But I'm leaving this variable in there, since it's fairly likely // that some will show up sometime. // Defines for Goal Item types, : goal_activation (in items) #define TFGI_GLOW 1 // Players carrying this GoalItem will glow #define TFGI_SLOW 2 // Players carrying this GoalItem will move at half-speed #define TFGI_DROP 4 // Players dying with this item will drop it #define TFGI_RETURN_DROP 8 // Return if a player with it dies #define TFGI_RETURN_GOAL 16 // Return if a player with it has it removed by a goal's activation #define TFGI_RETURN_REMOVE 32 // Return if it is removed by TFGI_REMOVE #define TFGI_REVERSE_AP 64 // Only pickup if the player _doesn't_ match AP Details #define TFGI_REMOVE 128 // Remove if left untouched for 2 minutes after being dropped #define TFGI_KEEP 256 // Players keep this item even when they die #define TFGI_ITEMGLOWS 512 // Item glows when on the ground #define TFGI_DONTREMOVERES 1024 // Don't remove results when the item is removed #define TFGI_DROPTOGROUND 2048 // Drop To Ground when spawning #define TFGI_CANBEDROPPED 4096 // Can be voluntarily dropped by players #define TFGI_SOLID 8192 // Is solid... blocks bullets, etc // Defines for methods of GoalItem returning #define GI_RET_DROP_DEAD 0 // Dropped by a dead player #define GI_RET_DROP_LIVING 1 // Dropped by a living player #define GI_RET_GOAL 2 // Returned by a Goal #define GI_RET_TIME 3 // Returned due to timeout // Defines for TeamSpawnpoints : goal_activation (in teamspawns) #define TFSP_MULTIPLEITEMS 1 // Give out the GoalItem multiple times #define TFSP_MULTIPLEMSGS 2 // Display the message multiple times // Defines for TeamSpawnpoints : goal_effects (in teamspawns) #define TFSP_REMOVESELF 1 // Remove itself after being spawned on // Defines for Goal States #define TFGS_ACTIVE 1 #define TFGS_INACTIVE 2 #define TFGS_REMOVED 3 #define TFGS_DELAYED 4 // Defines for GoalItem Removing from Player Methods #define GI_DROP_PLAYERDEATH 0 // Dropped by a dying player #define GI_DROP_REMOVEGOAL 1 // Removed by a Goal #define GI_DROP_PLAYERDROP 2 // Dropped by a player // Legal Playerclass Handling #define TF_ILL_SCOUT 1 #define TF_ILL_SNIPER 2 #define TF_ILL_SOLDIER 4 #define TF_ILL_DEMOMAN 8 #define TF_ILL_MEDIC 16 #define TF_ILL_HVYWEP 32 #define TF_ILL_PYRO 64 #define TF_ILL_RANDOMPC 128 #define TF_ILL_SPY 256 #define TF_ILL_ENGINEER 512 // Addition classes #define CLASS_TFGOAL 128 #define CLASS_TFGOAL_TIMER 129 #define CLASS_TFGOAL_ITEM 130 #define CLASS_TFSPAWN 131 /*==========================================================================*/ /* Flamethrower */ /*==========================================================================*/ #define FLAME_PLYRMAXTIME 5.0 // lifetime in seconds of a flame on a player #define FLAME_MAXBURNTIME 8 // lifetime in seconds of a flame on the world (big ones) #define NAPALM_MAXBURNTIME 20 // lifetime in seconds of flame from a napalm grenade #define FLAME_MAXPLYRFLAMES 4 // maximum number of flames on a player #define FLAME_NUMLIGHTS 1 // maximum number of light flame #define FLAME_BURNRATIO 0.3 // the chance of a flame not 'sticking' #define GR_TYPE_FLAMES_NO 15 // number of flames spawned when a grenade explode #define FLAME_DAMAGE_TIME 1 // Interval between damage burns from flames #define FLAME_EFFECT_TIME 0.2 // frequency at which we display flame effects. #define FLAME_THINK_TIME 0.1 // Seconds between times the flame checks burn #define PER_FLAME_DAMAGE 2 // Damage taken per second per flame by burning players /*==================================================*/ /* CTF Support defines */ /*==================================================*/ #define CTF_FLAG1 1 #define CTF_FLAG2 2 #define CTF_DROPOFF1 3 #define CTF_DROPOFF2 4 #define CTF_SCORE1 5 #define CTF_SCORE2 6 //.float hook_out; /*==================================================*/ /* Camera defines */ /*==================================================*/ /* float live_camera; .float camdist; .vector camangle; .entity camera_list; */ /*==================================================*/ /* QuakeWorld defines */ /*==================================================*/ /* float already_chosen_map; // grappling hook variables .entity hook; .float on_hook; .float fire_held_down;// flag - TRUE if player is still holding down the // fire button after throwing a hook. */ /*==================================================*/ /* Server Settings */ /*==================================================*/ // Admin modes #define ADMIN_MODE_NONE 0 #define ADMIN_MODE_DEAL 1 /*==================================================*/ /* Death Message defines */ /*==================================================*/ #define DMSG_SHOTGUN 1 #define DMSG_SSHOTGUN 2 #define DMSG_NAILGUN 3 #define DMSG_SNAILGUN 4 #define DMSG_GRENADEL 5 #define DMSG_ROCKETL 6 #define DMSG_LIGHTNING 7 #define DMSG_GREN_HAND 8 #define DMSG_GREN_NAIL 9 #define DMSG_GREN_MIRV 10 #define DMSG_GREN_PIPE 11 #define DMSG_DETPACK 12 #define DMSG_BIOWEAPON 13 #define DMSG_BIOWEAPON_ATT 14 #define DMSG_FLAME 15 #define DMSG_DETPACK_DIS 16 #define DMSG_AXE 17 #define DMSG_SNIPERRIFLE 18 #define DMSG_AUTORIFLE 19 #define DMSG_ASSAULTCANNON 20 #define DMSG_HOOK 21 #define DMSG_BACKSTAB 22 #define DMSG_MEDIKIT 23 #define DMSG_GREN_GAS 24 #define DMSG_TRANQ 25 #define DMSG_LASERBOLT 26 #define DMSG_SENTRYGUN_BULLET 27 #define DMSG_SNIPERLEGSHOT 28 #define DMSG_SNIPERHEADSHOT 29 #define DMSG_GREN_EMP 30 #define DMSG_GREN_EMP_AMMO 31 #define DMSG_SPANNER 32 #define DMSG_INCENDIARY 33 #define DMSG_SENTRYGUN_ROCKET 34 #define DMSG_GREN_FLASH 35 #define DMSG_TRIGGER 36 #define DMSG_MIRROR 37 #define DMSG_SENTRYDEATH 38 #define DMSG_DISPENSERDEATH 39 #define DMSG_GREN_AIRPIPE 40 #define DMSG_CALTROP 41 /*==================================================*/ // TOGGLEFLAGS /*==================================================*/ // Some of the toggleflags aren't used anymore, but the bits are still // there to provide compatability with old maps #define TFLAG_CLASS_PERSIST (1 << 0) // Persistent Classes Bit #define TFLAG_CHEATCHECK (1 << 1) // Cheatchecking Bit #define TFLAG_RESPAWNDELAY (1 << 2) // RespawnDelay bit //#define TFLAG_UN (1 << 3) // NOT USED ANYMORE #define TFLAG_OLD_GRENS (1 << 3) // Use old concussion grenade and flash grenade #define TFLAG_UN2 (1 << 4) // NOT USED ANYMORE #define TFLAG_UN3 (1 << 5) // NOT USED ANYMORE #define TFLAG_UN4 (1 << 6) // NOT USED ANYMORE: Was Autoteam. CVAR tfc_autoteam used now. #define TFLAG_TEAMFRAGS (1 << 7) // Individual Frags, or Frags = TeamScore #define TFLAG_FIRSTENTRY (1 << 8) // Used to determine the first time toggleflags is set // In a map. Cannot be toggled by players. #define TFLAG_SPYINVIS (1 << 9) // Spy invisible only #define TFLAG_GRAPPLE (1 << 10) // Grapple on/off //#define TFLAG_FULLTEAMSCORE (1 << 11) // Each Team's score is TeamScore + Frags #define TFLAG_FLAGEMULATION (1 << 12) // Flag emulation on for old TF maps #define TFLAG_USE_STANDARD (1 << 13) // Use the TF War standard for Flag emulation #define TFLAG_FRAGSCORING (1 << 14) // Use frag scoring only /*======================*/ // Menu stuff // /*======================*/ #define MENU_DEFAULT 1 #define MENU_TEAM 2 #define MENU_CLASS 3 #define MENU_MAPBRIEFING 4 #define MENU_INTRO 5 #define MENU_CLASSHELP 6 #define MENU_CLASSHELP2 7 #define MENU_REPEATHELP 8 #define MENU_SPECHELP 9 #define MENU_SPY 12 #define MENU_SPY_SKIN 13 #define MENU_SPY_COLOR 14 #define MENU_ENGINEER 15 #define MENU_ENGINEER_FIX_DISPENSER 16 #define MENU_ENGINEER_FIX_SENTRYGUN 17 #define MENU_ENGINEER_FIX_MORTAR 18 #define MENU_DISPENSER 19 #define MENU_CLASS_CHANGE 20 #define MENU_TEAM_CHANGE 21 #define MENU_REFRESH_RATE 25 #define MENU_VOICETWEAK 50 //============================ // Timer Types #define TF_TIMER_ANY 0 #define TF_TIMER_CONCUSSION 1 #define TF_TIMER_INFECTION 2 #define TF_TIMER_HALLUCINATION 3 #define TF_TIMER_TRANQUILISATION 4 #define TF_TIMER_ROTHEALTH 5 #define TF_TIMER_REGENERATION 6 #define TF_TIMER_GRENPRIME 7 #define TF_TIMER_CELLREGENERATION 8 #define TF_TIMER_DETPACKSET 9 #define TF_TIMER_DETPACKDISARM 10 #define TF_TIMER_BUILD 11 #define TF_TIMER_CHECKBUILDDISTANCE 12 #define TF_TIMER_DISGUISE 13 #define TF_TIMER_DISPENSERREFILL 14 // Non Player timers #define TF_TIMER_RETURNITEM 100 #define TF_TIMER_DELAYEDGOAL 101 #define TF_TIMER_ENDROUND 102 //============================ // Teamscore printing #define TS_PRINT_SHORT 1 #define TS_PRINT_LONG 2 #define TS_PRINT_LONG_TO_ALL 3 #ifndef TF_DEFS_ONLY typedef struct { int topColor; int bottomColor; } team_color_t; /*==================================================*/ /* GLOBAL VARIABLES */ /*==================================================*/ // FortressMap stuff extern float number_of_teams; // number of teams supported by the map extern int illegalclasses[5]; // Illegal playerclasses for all teams extern int civilianteams; // Bitfield holding Civilian teams extern Vector rgbcolors[5]; // RGB colors for each of the 4 teams extern team_color_t teamcolors[5][PC_LASTCLASS]; // Colors for each of the 4 teams extern int teamscores[5]; // Goal Score of each team extern int g_iOrderedTeams[5]; // Teams ordered into order of winners->losers extern int teamfrags[5]; // Total Frags for each team extern int teamlives[5]; // Number of lives each team's players have extern int teammaxplayers[5]; // Max number of players allowed in each team extern float teamadvantage[5]; // only used if the teamplay equalisation bits are set // stores the damage ratio players take/give extern int teamallies[5]; // Keeps track of which teams are allied extern string_t team_names[5]; extern BOOL CTF_Map; extern BOOL birthday; extern BOOL christmas; extern float num_world_flames; // Clan Battle stuff extern float clan_scores_dumped; extern float cb_prematch_time; extern float fOldPrematch; extern float fOldCeaseFire; extern float cb_ceasefire_time; extern float last_id; extern float spy_off; extern float old_grens; extern float flagem_checked; extern float flNextEqualisationCalc; extern BOOL cease_fire; extern BOOL no_cease_fire_text; extern BOOL initial_cease_fire; extern BOOL last_cease_fire; // Autokick stuff extern float autokick_kills; extern float deathmsg; // Global, which is set before every T_Damage, to indicate // the death message that should be used. extern char *sTeamSpawnNames[]; extern char *sClassNames[]; extern char *sNewClassModelFiles[]; extern char *sOldClassModelFiles[]; extern char *sClassModels[]; extern char *sClassCfgs[]; extern char *sGrenadeNames[]; extern string_t team_menu_string; extern int toggleflags; // toggleable flags extern BOOL g_bFirstClient; extern float g_fNextPrematchAlert; typedef struct { int ip; edict_t *pEdict; } ip_storage_t; extern ip_storage_t g_IpStorage[32]; class CGhost; /*==========================================================================*/ BOOL ClassIsRestricted(float tno, int pc); char* GetTeamName(int tno); int TeamFortress_GetNoPlayers(); void DestroyBuilding(CBaseEntity *eng, char *bld); void teamsprint( int tno, CBaseEntity *ignore, int msg_dest, const char *st, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL ); float anglemod( float v ); // Team Funcs BOOL TeamFortress_TeamIsCivilian(float tno); void TeamFortress_TeamShowScores(BOOL bLong, CBasePlayer *pPlayer); BOOL TeamFortress_TeamPutPlayerInTeam(); void TeamFortress_TeamSetColor(int tno); void TeamFortress_TeamIncreaseScore(int tno, int scoretoadd); int TeamFortress_TeamGetScoreFrags(int tno); int TeamFortress_TeamGetNoPlayers(int tno); float TeamEqualiseDamage(CBaseEntity *targ, CBaseEntity *attacker, float damage); BOOL IsSpawnPointValid( Vector &pos ); BOOL TeamFortress_SortTeams( void ); void DumpClanScores( void ); void CalculateTeamEqualiser(); // mapscript funcs void ParseTFServerSettings(); void ParseTFMapSettings(); CBaseEntity* Finditem(int ino); CBaseEntity* Findgoal(int gno); CBaseEntity* Findteamspawn(int gno); void RemoveGoal(CBaseEntity *Goal); void tfgoalitem_GiveToPlayer(CBaseEntity *Item, CBasePlayer *AP, CBaseEntity *Goal); void dremove( CBaseEntity *te ); void tfgoalitem_RemoveFromPlayer(CBaseEntity *Item, CBasePlayer *AP, int iMethod); void tfgoalitem_drop(CBaseEntity *Item, BOOL PAlive, CBasePlayer *P); void DisplayItemStatus(CBaseEntity *Goal, CBasePlayer *Player, CBaseEntity *Item); void tfgoalitem_checkgoalreturn(CBaseEntity *Item); void DoGoalWork(CBaseEntity *Goal, CBasePlayer *AP); void DoResults(CBaseEntity *Goal, CBasePlayer *AP, BOOL bAddBonuses); void DoGroupWork(CBaseEntity *Goal, CBasePlayer *AP); // hooks into the mapscript for all entities BOOL ActivateDoResults(CBaseEntity *Goal, CBasePlayer *AP, CBaseEntity *ActivatingGoal); BOOL ActivationSucceeded(CBaseEntity *Goal, CBasePlayer *AP, CBaseEntity *ActivatingGoal); // prematch & ceasefire void Display_Prematch(); void Check_Ceasefire(); // admin void KickPlayer( CBaseEntity *pTarget ); void BanPlayer( CBaseEntity *pTarget ); CGhost *FindGhost( int iGhostID ); int GetBattleID( edict_t *pEntity ); extern cvar_t tfc_spam_penalty1;// the initial gag penalty for a spammer (seconds) extern cvar_t tfc_spam_penalty2;// incremental gag penalty (seconds) for each time gagged spammer continues to speak. extern cvar_t tfc_spam_limit; // at this many points, gag the spammer extern cvar_t tfc_clanbattle, tfc_clanbattle_prematch, tfc_prematch, tfc_clanbattle_ceasefire, tfc_balance_teams, tfc_balance_scores; extern cvar_t tfc_clanbattle_locked, tfc_birthday, tfc_autokick_kills, tfc_fragscoring, tfc_autokick_time, tfc_adminpwd; extern cvar_t weaponstay, footsteps, flashlight, aimcrosshair, falldamage, teamplay; extern cvar_t allow_spectators; /*==========================================================================*/ class CTFFlame : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void EXPORT FlameThink( void ); static CTFFlame *FlameSpawn( CBaseEntity *pOwner, CBaseEntity *pTarget ); void FlameDestroy( void ); float m_flNextDamageTime; }; /*==========================================================================*/ // MAPSCRIPT CLASSES class CTFGoal : public CBaseAnimating { public: void Spawn( void ); void StartGoal( void ); void EXPORT PlaceGoal( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); int Classify ( void ) { return CLASS_TFGOAL; } void SetObjectCollisionBox( void ); }; class CTFGoalItem : public CTFGoal { public: void Spawn( void ); void StartItem( void ); void EXPORT PlaceItem( void ); int Classify ( void ) { return CLASS_TFGOAL_ITEM; } float m_flDroppedAt; }; class CTFTimerGoal : public CTFGoal { public: void Spawn( void ); int Classify ( void ) { return CLASS_TFGOAL_TIMER; } }; class CTFSpawn : public CBaseEntity { public: void Spawn( void ); void Activate( void ); int Classify ( void ) { return CLASS_TFSPAWN; } BOOL CheckTeam( int iTeamNo ); EHANDLE m_pTeamCheck; }; class CTFDetect : public CBaseEntity { public: void Spawn( void ); int Classify ( void ) { return CLASS_TFGOAL; } }; class CTelefragDeath : public CBaseEntity { public: void Spawn( void ); void EXPORT DeathTouch( CBaseEntity *pOther ); }; class CTeamCheck : public CBaseDelay { public: void Spawn( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); BOOL TeamMatches( int iTeam ); }; class CTeamSet : public CBaseDelay { public: void Spawn( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); }; #endif // TF_DEFS_ONLY #endif // __TF_DEFS_H