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1387 lines
51 KiB
C++
1387 lines
51 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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****/
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#ifndef __TF_DEFS_H
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#define __TF_DEFS_H
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//===========================================================================
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// OLD OPTIONS.QC
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//===========================================================================
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#define DEFAULT_AUTOZOOM FALSE
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#define WEINER_SNIPER // autoaiming for sniper rifle
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#define FLAME_MAXWORLDNUM 20 // maximum number of flames in the world. DO NOT PUT BELOW 20.
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//#define MAX_WORLD_PIPEBOMBS 15 // This is divided between teams - this is the most you should have on a net server
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#define MAX_PLAYER_PIPEBOMBS 8 // maximum number of pipebombs any 1 player can have active
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#define MAX_PLAYER_AMMOBOXES 3 // maximum number of ammoboxes any 1 player can have active
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//#define MAX_WORLD_FLARES 9 // This is the total number of flares allowed in the world at one time
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//#define MAX_WORLD_AMMOBOXES 20 // This is divided between teams - this is the most you should have on a net server
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#define GR_TYPE_MIRV_NO 4 // Number of Mirvs a Mirv Grenade breaks into
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#define GR_TYPE_NAPALM_NO 8 // Number of flames napalm grenade breaks into (unused if net server)
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#define MEDIKIT_IS_BIOWEAPON // Medikit acts as a bioweapon against enemies
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#define TEAM_HELP_RATE 60 // used only if teamplay bit 64 (help team with lower score) is set.
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// 60 is a mild setting, and won't make too much difference
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// increasing it _decreases_ the amount of help the losing team gets
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// Minimum setting is 1, which would really help the losing team
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#define DISPLAY_CLASS_HELP TRUE // Change this to #OFF if you don't want the class help to
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// appear whenever a player connects
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#define NEVER_TEAMFRAGS FALSE // teamfrags options always off
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#define ALWAYS_TEAMFRAGS FALSE // teamfrags options always on
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#define CHECK_SPEEDS TRUE // makes sure players aren't moving too fast
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#define SNIPER_RIFLE_RELOAD_TIME 1.5 // seconds
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#define MAPBRIEFING_MAXTEXTLENGTH 512
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#define PLAYER_PUSH_VELOCITY 50 // Players push teammates if they're moving under this speed
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// Debug Options
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//#define MAP_DEBUG // Debug for Map code. I suggest running in a hi-res
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// mode and/or piping the output from the server to a file.
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#ifdef MAP_DEBUG
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#define MDEBUG(x) x
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#else
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#define MDEBUG(x)
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#endif
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//#define VERBOSE // Verbose Debugging on/off
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//===========================================================================
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// OLD QUAKE Defs
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//===========================================================================
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// items
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#define IT_AXE 4096
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#define IT_SHOTGUN 1
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#define IT_SUPER_SHOTGUN 2
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#define IT_NAILGUN 4
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#define IT_SUPER_NAILGUN 8
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#define IT_GRENADE_LAUNCHER 16
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#define IT_ROCKET_LAUNCHER 32
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#define IT_LIGHTNING 64
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#define IT_EXTRA_WEAPON 128
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#define IT_SHELLS 256
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#define IT_NAILS 512
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#define IT_ROCKETS 1024
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#define IT_CELLS 2048
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#define IT_ARMOR1 8192
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#define IT_ARMOR2 16384
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#define IT_ARMOR3 32768
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#define IT_SUPERHEALTH 65536
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#define IT_KEY1 131072
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#define IT_KEY2 262144
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#define IT_INVISIBILITY 524288
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#define IT_INVULNERABILITY 1048576
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#define IT_SUIT 2097152
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#define IT_QUAD 4194304
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#define IT_HOOK 8388608
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#define IT_KEY3 16777216 // Stomp invisibility
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#define IT_KEY4 33554432 // Stomp invulnerability
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//===========================================================================
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// TEAMFORTRESS Defs
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//===========================================================================
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// TeamFortress State Flags
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#define TFSTATE_GRENPRIMED 1 // Whether the player has a primed grenade
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#define TFSTATE_RELOADING 2 // Whether the player is reloading
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#define TFSTATE_ALTKILL 4 // #TRUE if killed with a weapon not in self.weapon: NOT USED ANYMORE
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#define TFSTATE_RANDOMPC 8 // Whether Playerclass is random, new one each respawn
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#define TFSTATE_INFECTED 16 // set when player is infected by the bioweapon
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#define TFSTATE_INVINCIBLE 32 // Player has permanent Invincibility (Usually by GoalItem)
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#define TFSTATE_INVISIBLE 64 // Player has permanent Invisibility (Usually by GoalItem)
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#define TFSTATE_QUAD 128 // Player has permanent Quad Damage (Usually by GoalItem)
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#define TFSTATE_RADSUIT 256 // Player has permanent Radsuit (Usually by GoalItem)
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#define TFSTATE_BURNING 512 // Is on fire
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#define TFSTATE_GRENTHROWING 1024 // is throwing a grenade
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#define TFSTATE_AIMING 2048 // is using the laser sight
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#define TFSTATE_ZOOMOFF 4096 // doesn't want the FOV changed when zooming
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#define TFSTATE_RESPAWN_READY 8192 // is waiting for respawn, and has pressed fire
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#define TFSTATE_HALLUCINATING 16384 // set when player is hallucinating
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#define TFSTATE_TRANQUILISED 32768 // set when player is tranquilised
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#define TFSTATE_CANT_MOVE 65536 // set when player is setting a detpack
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#define TFSTATE_RESET_FLAMETIME 131072 // set when the player has to have his flames increased in health
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// Defines used by TF_T_Damage (see combat.qc)
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#define TF_TD_IGNOREARMOUR 1 // Bypasses the armour of the target
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#define TF_TD_NOTTEAM 2 // Doesn't damage a team member (indicates direct fire weapon)
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#define TF_TD_NOTSELF 4 // Doesn't damage self
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#define TF_TD_OTHER 0 // Ignore armorclass
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#define TF_TD_SHOT 1 // Bullet damage
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#define TF_TD_NAIL 2 // Nail damage
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#define TF_TD_EXPLOSION 4 // Explosion damage
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#define TF_TD_ELECTRICITY 8 // Electric damage
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#define TF_TD_FIRE 16 // Fire damage
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#define TF_TD_NOSOUND 256 // Special damage. Makes no sound/painframe, etc
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/*==================================================*/
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/* Toggleable Game Settings */
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/*==================================================*/
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#define TF_RESPAWNDELAY1 5 // seconds of waiting before player can respawn
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#define TF_RESPAWNDELAY2 10 // seconds of waiting before player can respawn
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#define TF_RESPAWNDELAY3 20 // seconds of waiting before player can respawn
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#define TEAMPLAY_NORMAL 1
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#define TEAMPLAY_HALFDIRECT 2
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#define TEAMPLAY_NODIRECT 4
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#define TEAMPLAY_HALFEXPLOSIVE 8
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#define TEAMPLAY_NOEXPLOSIVE 16
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#define TEAMPLAY_LESSPLAYERSHELP 32
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#define TEAMPLAY_LESSSCOREHELP 64
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#define TEAMPLAY_HALFDIRECTARMOR 128
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#define TEAMPLAY_NODIRECTARMOR 256
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#define TEAMPLAY_HALFEXPARMOR 512
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#define TEAMPLAY_NOEXPARMOR 1024
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#define TEAMPLAY_HALFDIRMIRROR 2048
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#define TEAMPLAY_FULLDIRMIRROR 4096
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#define TEAMPLAY_HALFEXPMIRROR 8192
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#define TEAMPLAY_FULLEXPMIRROR 16384
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#define TEAMPLAY_TEAMDAMAGE (TEAMPLAY_NODIRECT | TEAMPLAY_HALFDIRECT | TEAMPLAY_HALFEXPLOSIVE | TEAMPLAY_NOEXPLOSIVE)
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// FortressMap stuff
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#define TEAM1_CIVILIANS 1
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#define TEAM2_CIVILIANS 2
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#define TEAM3_CIVILIANS 4
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#define TEAM4_CIVILIANS 8
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// Defines for the playerclass
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#define PC_UNDEFINED 0
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#define PC_SCOUT 1
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#define PC_SNIPER 2
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#define PC_SOLDIER 3
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#define PC_DEMOMAN 4
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#define PC_MEDIC 5
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#define PC_HVYWEAP 6
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#define PC_PYRO 7
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#define PC_SPY 8
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#define PC_ENGINEER 9
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// Insert new class definitions here
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// PC_RANDOM _MUST_ be the third last class
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#define PC_RANDOM 10 // Random playerclass
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#define PC_CIVILIAN 11 // Civilians are a special class. They cannot
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// be chosen by players, only enforced by maps
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#define PC_LASTCLASS 12 // Use this as the high-boundary for any loops
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// through the playerclass.
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#define SENTRY_COLOR 10 // will be in the PC_RANDOM slot for team colors
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// These are just for the scanner
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#define SCAN_SENTRY 13
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#define SCAN_GOALITEM 14
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// Values returned by CheckArea
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enum
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{
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CAREA_CLEAR,
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CAREA_BLOCKED,
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CAREA_NOBUILD
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};
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/*==================================================*/
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/* Impulse Defines */
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/*==================================================*/
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// Alias check to see whether they already have the aliases
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#define TF_ALIAS_CHECK 13
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// CTF Support Impulses
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#define HOOK_IMP1 22
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#define FLAG_INFO 23
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#define HOOK_IMP2 39
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// Axe
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#define AXE_IMP 40
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// Camera Impulse
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#define TF_CAM_TARGET 50
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#define TF_CAM_ZOOM 51
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#define TF_CAM_ANGLE 52
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#define TF_CAM_VEC 53
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#define TF_CAM_PROJECTILE 54
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#define TF_CAM_PROJECTILE_Z 55
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#define TF_CAM_REVANGLE 56
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#define TF_CAM_OFFSET 57
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#define TF_CAM_DROP 58
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#define TF_CAM_FADETOBLACK 59
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#define TF_CAM_FADEFROMBLACK 60
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#define TF_CAM_FADETOWHITE 61
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#define TF_CAM_FADEFROMWHITE 62
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// Last Weapon impulse
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#define TF_LAST_WEAPON 69
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// Status Bar Resolution Settings. Same as CTF to maintain ease of use.
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#define TF_STATUSBAR_RES_START 71
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#define TF_STATUSBAR_RES_END 81
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// Clan Messages
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#define TF_MESSAGE_1 82
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#define TF_MESSAGE_2 83
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#define TF_MESSAGE_3 84
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#define TF_MESSAGE_4 85
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#define TF_MESSAGE_5 86
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#define TF_CHANGE_CLASS 99 // Bring up the Class Change menu
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// Added to PC_??? to get impulse to use if this clashes with your
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// own impulses, just change this value, not the PC_??
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#define TF_CHANGEPC 100
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// The next few impulses are all the class selections
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//PC_SCOUT 101
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//PC_SNIPER 102
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//PC_SOLDIER 103
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//PC_DEMOMAN 104
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//PC_MEDIC 105
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//PC_HVYWEAP 106
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//PC_PYRO 107
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//PC_RANDOM 108
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//PC_CIVILIAN 109 // Cannot be used
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//PC_SPY 110
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//PC_ENGINEER 111
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// Help impulses
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#define TF_DISPLAYLOCATION 118
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#define TF_STATUS_QUERY 119
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#define TF_HELP_MAP 131
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// Information impulses
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#define TF_INVENTORY 135
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#define TF_SHOWTF 136
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#define TF_SHOWLEGALCLASSES 137
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// Team Impulses
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#define TF_TEAM_1 140 // Join Team 1
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#define TF_TEAM_2 141 // Join Team 2
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#define TF_TEAM_3 142 // Join Team 3
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#define TF_TEAM_4 143 // Join Team 4
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#define TF_TEAM_CLASSES 144 // Impulse to display team classes
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#define TF_TEAM_SCORES 145 // Impulse to display team scores
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#define TF_TEAM_LIST 146 // Impulse to display the players in each team.
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// Grenade Impulses
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#define TF_GRENADE_1 150 // Prime grenade type 1
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#define TF_GRENADE_2 151 // Prime grenade type 2
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#define TF_GRENADE_T 152 // Throw primed grenade
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// Impulses for new items
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//#define TF_SCAN 159 // Scanner Pre-Impulse
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#define TF_AUTO_SCAN 159 // Scanner On/Off
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#define TF_SCAN_ENEMY 160 // Impulses to toggle scanning of enemies
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#define TF_SCAN_FRIENDLY 161 // Impulses to toggle scanning of friendlies
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//#define TF_SCAN_10 162 // Scan using 10 enery (1 cell)
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#define TF_SCAN_SOUND 162 // Scanner sounds on/off
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#define TF_SCAN_30 163 // Scan using 30 energy (2 cells)
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#define TF_SCAN_100 164 // Scan using 100 energy (5 cells)
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#define TF_DETPACK_5 165 // Detpack set to 5 seconds
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#define TF_DETPACK_20 166 // Detpack set to 20 seconds
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#define TF_DETPACK_50 167 // Detpack set to 50 seconds
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#define TF_DETPACK 168 // Detpack Pre-Impulse
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#define TF_DETPACK_STOP 169 // Impulse to stop setting detpack
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#define TF_PB_DETONATE 170 // Detonate Pipebombs
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// Special skill
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#define TF_SPECIAL_SKILL 171
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// Ammo Drop impulse
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#define TF_DROP_AMMO 172
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// Reload impulse
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#define TF_RELOAD 173
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// auto-zoom toggle
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#define TF_AUTOZOOM 174
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// drop/pass commands
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#define TF_DROPKEY 175
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// Select Medikit
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#define TF_MEDIKIT 176
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// Spy Impulses
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#define TF_SPY_SPY 177 // On net, go invisible, on LAN, change skin/color
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#define TF_SPY_DIE 178 // Feign Death
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// Engineer Impulses
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#define TF_ENGINEER_BUILD 179
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#define TF_ENGINEER_SANDBAG 180
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// Medic
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#define TF_MEDIC_HELPME 181
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// Status bar
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#define TF_STATUSBAR_ON 182
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#define TF_STATUSBAR_OFF 183
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// Discard impulse
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#define TF_DISCARD 184
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// ID Player impulse
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#define TF_ID 185
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// Clan Battle impulses
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#define TF_SHOWIDS 186
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// More Engineer Impulses
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#define TF_ENGINEER_DETDISP 187
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#define TF_ENGINEER_DETSENT 188
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// Admin Commands
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#define TF_ADMIN_DEAL_CYCLE 189
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#define TF_ADMIN_KICK 190
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#define TF_ADMIN_BAN 191
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#define TF_ADMIN_COUNTPLAYERS 192
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#define TF_ADMIN_CEASEFIRE 193
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// Drop Goal Items
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#define TF_DROPGOALITEMS 194
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// More Admin Commands
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#define TF_ADMIN_NEXT 195
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// More Engineer Impulses
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#define TF_ENGINEER_DETEXIT 196
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#define TF_ENGINEER_DETENTRANCE 197
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// Yet MORE Admin Commands
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#define TF_ADMIN_LISTIPS 198
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// Silent Spy Feign
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#define TF_SPY_SILENTDIE 199
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/*==================================================*/
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/*==================================================*/
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#define TEAM1_COLOR 150
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#define TEAM2_COLOR 250
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#define TEAM3_COLOR 45
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#define TEAM4_COLOR 100
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/*==================================================*/
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/* Defines for the ENGINEER's Building ability */
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/*==================================================*/
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// Ammo costs
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#define AMMO_COST_SHELLS 2 // Metal needed to make 1 shell
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#define AMMO_COST_NAILS 1
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#define AMMO_COST_ROCKETS 2
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#define AMMO_COST_CELLS 2
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// Building types
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#define BUILD_DISPENSER 1
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#define BUILD_SENTRYGUN 2
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#define BUILD_MORTAR 3
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#define BUILD_TELEPORTER_ENTRANCE 4
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#define BUILD_TELEPORTER_EXIT 5
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// Building metal costs
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#define BUILD_COST_DISPENSER 100 // Metal needed to built
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#define BUILD_COST_SENTRYGUN 130
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#define BUILD_COST_MORTAR 150
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#define BUILD_COST_TELEPORTER 125
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#define BUILD_COST_SANDBAG 20 // Built with a separate alias
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// Building times
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#define BUILD_TIME_DISPENSER 2 // seconds to build
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#define BUILD_TIME_SENTRYGUN 5
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#define BUILD_TIME_MORTAR 5
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#define BUILD_TIME_TELEPORTER 4
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// Building health levels
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#define BUILD_HEALTH_DISPENSER 150 // Health of the building
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#define BUILD_HEALTH_SENTRYGUN 150
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#define BUILD_HEALTH_MORTAR 200
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#define BUILD_HEALTH_TELEPORTER 80
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// Dispenser's maximum carrying capability
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#define BUILD_DISPENSER_MAX_SHELLS 400
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#define BUILD_DISPENSER_MAX_NAILS 600
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#define BUILD_DISPENSER_MAX_ROCKETS 300
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#define BUILD_DISPENSER_MAX_CELLS 400
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#define BUILD_DISPENSER_MAX_ARMOR 500
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// Build state sent down to client
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#define BS_BUILDING (1<<0)
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#define BS_HAS_DISPENSER (1<<1)
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#define BS_HAS_SENTRYGUN (1<<2)
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#define BS_CANB_DISPENSER (1<<3)
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#define BS_CANB_SENTRYGUN (1<<4)
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/*==================================================*/
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/* Ammo quantities for dropping & dispenser use */
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/*==================================================*/
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#define DROP_SHELLS 20
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#define DROP_NAILS 20
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#define DROP_ROCKETS 10
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#define DROP_CELLS 10
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#define DROP_ARMOR 40
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/*==================================================*/
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/* Team Defines */
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/*==================================================*/
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#define TM_MAX_NO 4 // Max number of teams. Simply changing this value isn't enough.
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// A new global to hold new team colors is needed, and more flags
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// in the spawnpoint spawnflags may need to be used.
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// Basically, don't change this unless you know what you're doing :)
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/*==================================================*/
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/* New Weapon Defines */
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/*==================================================*/
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#define WEAP_HOOK 1
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#define WEAP_BIOWEAPON 2
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#define WEAP_MEDIKIT 4
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#define WEAP_SPANNER 8
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#define WEAP_AXE 16
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#define WEAP_SNIPER_RIFLE 32
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#define WEAP_AUTO_RIFLE 64
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#define WEAP_SHOTGUN 128
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#define WEAP_SUPER_SHOTGUN 256
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#define WEAP_NAILGUN 512
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#define WEAP_SUPER_NAILGUN 1024
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#define WEAP_GRENADE_LAUNCHER 2048
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#define WEAP_FLAMETHROWER 4096
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#define WEAP_ROCKET_LAUNCHER 8192
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#define WEAP_INCENDIARY 16384
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#define WEAP_ASSAULT_CANNON 32768
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#define WEAP_LIGHTNING 65536
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#define WEAP_DETPACK 131072
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#define WEAP_TRANQ 262144
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#define WEAP_LASER 524288
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// still room for 12 more weapons
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// but we can remove some by giving the weapons
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// a weapon mode (like the rifle)
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// HL-compatible weapon numbers
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#define WEAPON_HOOK 1
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#define WEAPON_BIOWEAPON (WEAPON_HOOK+1)
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#define WEAPON_MEDIKIT (WEAPON_HOOK+2)
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#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);
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void dremove( CBaseEntity *te );
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void tfgoalitem_RemoveFromPlayer(CBaseEntity *Item, CBasePlayer *AP, int iMethod);
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void tfgoalitem_drop(CBaseEntity *Item, BOOL PAlive, CBasePlayer *P);
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void DisplayItemStatus(CBaseEntity *Goal, CBasePlayer *Player, CBaseEntity *Item);
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void tfgoalitem_checkgoalreturn(CBaseEntity *Item);
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void DoGoalWork(CBaseEntity *Goal, CBasePlayer *AP);
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void DoResults(CBaseEntity *Goal, CBasePlayer *AP, BOOL bAddBonuses);
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void DoGroupWork(CBaseEntity *Goal, CBasePlayer *AP);
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// hooks into the mapscript for all entities
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BOOL ActivateDoResults(CBaseEntity *Goal, CBasePlayer *AP, CBaseEntity *ActivatingGoal);
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BOOL ActivationSucceeded(CBaseEntity *Goal, CBasePlayer *AP, CBaseEntity *ActivatingGoal);
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|
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// prematch & ceasefire
|
|
void Display_Prematch();
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|
void Check_Ceasefire();
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|
|
|
// admin
|
|
void KickPlayer( CBaseEntity *pTarget );
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|
void BanPlayer( CBaseEntity *pTarget );
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|
CGhost *FindGhost( int iGhostID );
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|
int GetBattleID( edict_t *pEntity );
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|
|
|
extern cvar_t tfc_spam_penalty1;// the initial gag penalty for a spammer (seconds)
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extern cvar_t tfc_spam_penalty2;// incremental gag penalty (seconds) for each time gagged spammer continues to speak.
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|
extern cvar_t tfc_spam_limit; // at this many points, gag the spammer
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|
extern cvar_t tfc_clanbattle, tfc_clanbattle_prematch, tfc_prematch, tfc_clanbattle_ceasefire, tfc_balance_teams, tfc_balance_scores;
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extern cvar_t tfc_clanbattle_locked, tfc_birthday, tfc_autokick_kills, tfc_fragscoring, tfc_autokick_time, tfc_adminpwd;
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|
extern cvar_t weaponstay, footsteps, flashlight, aimcrosshair, falldamage, teamplay;
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|
extern cvar_t allow_spectators;
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|
|
|
/*==========================================================================*/
|
|
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
|
|
|
|
|