NS/main/source/mod/AvHMarineWeaponConstants.h
Ari Timonen 4f13237895 Update line endings
Change CRLF to LF in repo.
2018-04-22 18:55:55 +03:00

233 lines
8.2 KiB
C

//======== (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: AvHMarineWeaponConstants.h $
// $Date: 2002/11/22 21:28:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHMarineWeaponConstants.h,v $
// Revision 1.32 2002/11/22 21:28:16 Flayra
// - mp_consistency changes
//
// Revision 1.31 2002/11/06 01:39:35 Flayra
// - Regular update
//
// Revision 1.30 2002/11/05 06:17:26 Flayra
// - Balance changes
//
// Revision 1.29 2002/10/24 21:33:31 Flayra
// - Regular update
//
// Revision 1.28 2002/10/20 02:36:14 Flayra
// - Regular update
//
// Revision 1.27 2002/10/16 01:01:38 Flayra
// - Lowered shotty range
//
// Revision 1.26 2002/10/07 17:49:31 Flayra
// - Shotty balance
//
// Revision 1.25 2002/10/03 18:58:41 Flayra
// - Added heavy view models
// - Grenade clip is now 6 instead of 4
//
// Revision 1.24 2002/09/23 22:22:39 Flayra
// - Regular update
//
// Revision 1.23 2002/09/09 20:00:02 Flayra
// - Balance changes
//
// Revision 1.22 2002/08/31 18:01:02 Flayra
// - Work at VALVe
//
// Revision 1.20 2002/08/09 01:08:00 Flayra
// - Lowered shotgun ROF to match animations
// - Constants for shotgun sounds
//
// Revision 1.19 2002/08/02 21:53:56 Flayra
// - Balance
//
// Revision 1.18 2002/07/28 19:21:28 Flayra
// - Balance changes after/during RC4a
//
// Revision 1.17 2002/07/23 17:13:54 Flayra
// - Marine weapons given back their mojo
//
// Revision 1.16 2002/07/08 17:10:22 Flayra
// - Balance tweaks, bullet spread
//
// Revision 1.15 2002/07/01 22:41:29 Flayra
// - Moved grenade damage to a constant
//
// Revision 1.14 2002/07/01 21:37:50 Flayra
// - Balance changes, removed outdated grenade constants
//
// Revision 1.13 2002/06/25 18:07:13 Flayra
// - Updated player animations, balance changes
//
// Revision 1.12 2002/06/10 19:58:45 Flayra
// - MG clip size increased to 50, grenades toned down
//
// Revision 1.11 2002/06/03 16:51:32 Flayra
// - Regular update
//
// Revision 1.10 2002/05/28 17:53:33 Flayra
// - Removed extra knife sounds, tweaked HMG ROF for sound purposes, added marine deploy weapon volume so our sounds are normalized
//
// Revision 1.9 2002/05/23 02:33:42 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
// Revision 1.10 2002/05/14 19:49:33 Charlie
// - Pistol damage tweaked
//
// Revision 1.9 2002/05/01 02:17:05 Charlie
// - Tweaked LMG
//
//===============================================================================
#ifndef AVHMARINEWEAPONCONSTANTS_H
#define AVHMARINEWEAPONCONSTANTS_H
#include "AvHBasePlayerWeaponConstants.h"
// I would have much preferred they weren't all #defined outside of the class
// like this but the precaching issues that assume constant string addresses are getting to be too much.
// Knife constants.
const int kKNRange = 35;
const float kKNXPunch = .75f;
#define kKNEventName "events/Knife.sc"
#define kKNVModel "models/v_kn.mdl"
#define kKNHVVModel "models/v_kn_hv.mdl"
#define kKNPModel "models/p_kn.mdl"
#define kKNWModel "models/w_kn.mdl"
#define kKNAnimExt "knife"
#define kKNFireSound1 "weapons/kn-1.wav"
#define kKNFireSound2 "weapons/kn-2.wav"
#define kKNHitSound1 "weapons/kn-hit-1.wav"
#define kKNHitSound2 "weapons/kn-hit-2.wav"
#define kKNHitWallSound "weapons/kn-hit-wall.wav"
#define kKNDeploySound "weapons/kn-deploy.wav"
const int kKNBarrelLength = 15;
// Machine gun constants.
const int kMGRange = 8192;
const float kMGXPunch = 1.8f;
#define kMGEjectModel "models/pshell.mdl"
#define kMGEventName "events/MachineGun.sc"
#define kMGVModel "models/v_mg.mdl"
#define kMGHVVModel "models/v_mg_hv.mdl"
#define kMGWModel "models/w_mg.mdl"
#define kMGPModel "models/p_mg.mdl"
#define kMGFireSound1 "weapons/mg-1.wav"
#define kMGFireSound2 "weapons/mg-2.wav"
#define kMGFireSound3 "weapons/mg-3.wav"
#define kMGFireSound4 "weapons/mg-4.wav"
#define kMGReloadSound "weapons/g_reload.wav"
#define kMGDeploySound "weapons/mg-deploy.wav"
const int kMGBarrelLength = 25;
#define kMGSpread VECTOR_CONE_4DEGREES
// Pistol constants.
const int kHGRange = 8192;
const float kHGXPunch = 1.8f;
#define kHGEjectModel "models/shell.mdl"
#define kHGEventName "events/Pistol.sc"
#define kHGVModel "models/v_hg.mdl"
#define kHGHVVModel "models/v_hg_hv.mdl"
#define kHGWModel "models/w_hg.mdl"
#define kHGPModel "models/p_hg.mdl"
#define kHGFireSound1 "weapons/hg-1.wav"
#define kHGFireSound2 "weapons/hg-2.wav"
#define kHGFireSound3 "weapons/hg-3.wav"
#define kHGFireSound4 "weapons/hg-4.wav"
#define kHGReloadSound "weapons/g_reload.wav"
#define kHGDeploySound "weapons/hg-deploy.wav"
const int kHGBarrelLength = 10;
#define kHGSpread VECTOR_CONE_1DEGREES
// Sonic/Shot gun constants.
const int kSGRange = 700;
const float kSGXPunch = .8f;
#define kSGEjectModel "models/shotshell.mdl"
#define kSGEventName "events/SonicGun.sc"
#define kSGVModel "models/v_sg.mdl"
#define kSGHVVModel "models/v_sg_hv.mdl"
#define kSGWModel "models/w_sg.mdl"
#define kSGPModel "models/p_sg.mdl"
#define kSGFireSound1 "weapons/sg-1.wav"
#define kSGFireSound2 "weapons/sg-2.wav"
#define kSGFireSound3 "weapons/sg-3.wav"
#define kSGFireSound4 "weapons/sg-4.wav"
#define kSGReloadSound "weapons/g_reload.wav"
#define kSGCockSound "weapons/sg-cock.wav"
#define kSGDeploySound "weapons/sg-deploy.wav"
const int kSGBarrelLength = 25;
#define kSGSpread VECTOR_CONE_20DEGREES
#define kSGMidSpread VECTOR_CONE_8DEGREES
#define kSGInnerSpread VECTOR_CONE_3DEGREES
// Heavy machine gun
const int kHMGRange = 6000;
const float kHMGXPunch = 2;
#define kHMGEjectModel "models/pshell.mdl"
#define kHMGEventName "events/HeavyMachineGun.sc"
#define kHMGVModel "models/v_hmg.mdl"
#define kHMGHVVModel "models/v_hmg_hv.mdl"
#define kHMGWModel "models/w_hmg.mdl"
#define kHMGPModel "models/p_hmg.mdl"
#define kHMGFireSound1 "weapons/hmg-1.wav"
#define kHMGFireSound2 "weapons/hmg-2.wav"
#define kHMGFireSound3 "weapons/hmg-3.wav"
#define kHMGFireSound4 "weapons/hmg-4.wav"
#define kHMGReloadSound "weapons/g_reload.wav"
#define kHMGDeploySound "weapons/hmg-deploy.wav"
const int kHMGBarrelLength = 25;
#define kHMGSpread VECTOR_CONE_8DEGREES
// Grenade gun
const int kGGRange = 2000;
const float kGGXPunch = .6f;
#define kGGAmmoModel "models/w_grenade.mdl"
#define kGGEjectModel "models/grenade.mdl"
#define kGGEventName "events/GrenadeGun.sc"
#define kGGVModel "models/v_gg.mdl"
#define kGGHVVModel "models/v_gg_hv.mdl"
#define kGGWModel "models/w_gg.mdl"
#define kGGPModel "models/p_gg.mdl"
#define kGrenadeBounceSound1 "weapons/grenade_hit1.wav"
#define kGrenadeBounceSound2 "weapons/grenade_hit2.wav"
#define kGrenadeBounceSound3 "weapons/grenade_hit3.wav"
#define kGGFireSound1 "weapons/gg-1.wav"
#define kGGFireSound2 "weapons/gg-2.wav"
#define kGGFireSound3 "weapons/gg-3.wav"
#define kGGFireSound4 "weapons/gg-4.wav"
#define kGGReloadSound "weapons/g_reload.wav"
#define kGGDeploySound "weapons/gg-deploy.wav"
const int kGGBarrelLength = 25;
// Grenade constants.
const int kGRRange = 35;
const float kGRXPunch = .75f;
#define kGREventName "events/Grenade.sc"
#define kGRVModel "models/v_gr.mdl"
#define kGRHVVModel "models/v_gr_hv.mdl"
#define kGRPModel "models/p_gr.mdl"
#define kGRWModel "models/w_gr.mdl"
#define kGRAnimExt "grenade"
#define kGRFireSound1 "weapons/grenade_throw.wav"
#define kGRDeploySound "weapons/grenade_draw.wav"
#define kGRExplodeSound "weapons/grenade_explode.wav"
#define kGRHitSound "weapons/grenade_hit.wav"
#define kGRPrimeSound "weapons/grenade_prime.wav"
const int kGRBarrelLength = 15;
// Misc.
const float kDeployMarineWeaponVolume = .3f;
#endif