//======== (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Flayra // - Turret tweaks, regular update // // Revision 1.26 2002/07/01 22:41:40 Flayra // - Removed outdated overwatch target and tension events // // Revision 1.25 2002/07/01 21:30:53 Flayra // - Removed outdated commandpoints event, added siege turret shockwave, tweaked ranges and damage // // Revision 1.24 2002/06/25 18:05:34 Flayra // - Renamed some buildings, armory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; const float kJetpackLateralScalar = 12; 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