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323 lines
12 KiB
C
323 lines
12 KiB
C
//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHMarineEquipmentConstants.h $
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// $Date: 2002/11/05 06:17:25 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHMarineEquipmentConstants.h,v $
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// Revision 1.42 2002/11/05 06:17:25 Flayra
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// - Balance changes
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//
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// Revision 1.41 2002/11/03 04:50:51 Flayra
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// - Hard-coded gameplay constants instead of putting in skill.cfg
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//
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// Revision 1.40 2002/10/25 21:48:21 Flayra
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// - Fixe for wrong player model when holding mines
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//
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// Revision 1.39 2002/10/24 21:32:35 Flayra
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// - Regular update (welders were taking down aliens and structures fairly regularly)
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//
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// Revision 1.38 2002/10/20 02:36:14 Flayra
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// - Regular update
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//
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// Revision 1.37 2002/10/18 22:21:01 Flayra
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// - Tweaked jetpacks to make them more useful
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//
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// Revision 1.36 2002/10/16 20:54:52 Flayra
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// - Put back in special hive sound (needed because of cue)
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//
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// Revision 1.35 2002/10/16 01:01:22 Flayra
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// - Removed unneeded sounds
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//
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// Revision 1.34 2002/10/03 18:57:38 Flayra
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// - Added heavy view models
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// - Tried to fix pickup item order by adding weapon sizes
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//
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// Revision 1.33 2002/09/23 22:21:49 Flayra
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// - Added heavy armor, jetpack and advanced turret factory
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//
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// Revision 1.32 2002/09/09 19:59:47 Flayra
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// - Regular update
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//
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// Revision 1.31 2002/08/31 18:01:02 Flayra
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// - Work at VALVe
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//
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// Revision 1.30 2002/08/16 02:39:38 Flayra
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// - Tweaked mine damage for new 20% less damage
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// - Tweaked jetpack so it's not totally nuts
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//
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// Revision 1.29 2002/08/09 01:07:43 Flayra
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// - Tweaked jetpack physics
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// - Tweaked flight physics
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//
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// Revision 1.28 2002/08/02 21:54:57 Flayra
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// - More flier air control
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//
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// Revision 1.27 2002/07/23 17:12:19 Flayra
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// - Turret tweaks, regular update
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//
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// Revision 1.26 2002/07/01 22:41:40 Flayra
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// - Removed outdated overwatch target and tension events
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//
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// Revision 1.25 2002/07/01 21:30:53 Flayra
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// - Removed outdated commandpoints event, added siege turret shockwave, tweaked ranges and damage
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//
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// Revision 1.24 2002/06/25 18:05:34 Flayra
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// - Renamed some buildings, armory is now upgraded to advanced armory, fixed mine ROF (why doesn't the compiler catch this?), updated player animations
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//
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// Revision 1.23 2002/06/03 16:51:03 Flayra
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// - Renamed weapons factory and armory, added ammo resupplying
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//
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// Revision 1.22 2002/05/23 02:33:42 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#ifndef AVH_MARINE_EQUIPMENT_CONSTANTS_H
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#define AVH_MARINE_EQUIPMENT_CONSTANTS_H
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// Jetpack
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const float kJetpackForce = 1250;
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//const float kJetpackLateralScalar = 12;
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const float kJetpackEnergyGainRate = .1f;
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const float kJetpackMinimumEnergyToJetpack = .1f;
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const float kJetpackEnergyLossRate = kJetpackEnergyGainRate*1.5f;
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// Welder constants
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#define kWelderVModel "models/v_welder.mdl"
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#define kWelderHVVModel "models/v_welder_hv.mdl"
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#define kWelderWModel "models/w_welder.mdl"
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#define kWelderPModel "models/p_welder.mdl"
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#define kWeldingSound "weapons/welderidle.wav"
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#define kWeldingHitSound "weapons/welderhit.wav"
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#define kWeldingStopSound "weapons/welderstop.wav"
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#define kwsWelder "weapon_welder"
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#define kwWelder weapon_welder
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#define kWelderEventName "events/Welder.sc"
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#define kWelderStartEventName "events/WelderStart.sc"
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#define kWelderEndEventName "events/WelderEnd.sc"
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#define kWelderConstEventName "events/WelderConst.sc"
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const float kWelderThinkTime = 3.0f;
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const int kWelderBarrelLength = 10;
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#define kOverwatchStartSound "misc/overwatchstart.wav"
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#define kOverwatchEndSound "misc/overwatchend.wav"
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#define kRegenerationSound "misc/regeneration.wav"
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#define kStartCloakSound "misc/startcloak.wav"
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#define kEndCloakSound "misc/endcloak.wav"
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//#define kWallJumpSound "player/walljump.wav"
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#define kWingFlapSound1 "player/wingflap1.wav"
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#define kWingFlapSound2 "player/wingflap2.wav"
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#define kWingFlapSound3 "player/wingflap3.wav"
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const float kWingFlapLateralScalar = 215;
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const float kWingFlapZVelocityScalar = 1.0f;
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const float kWingThrustForwardScalar = .85f;
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const float kWingThrustBackwardScalar = .25f;
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const int kMineBarrellLength = 30;
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const int kMineRange = 128;
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const float kMineROF = 1.0f;
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#define kTripmineVModel "models/v_mine.mdl"
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#define kTripmineHVVModel "models/v_mine_hv.mdl"
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#define kTripmineWModel "models/w_mine.mdl"
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#define kTripmineW2Model "models/w_mine2.mdl"
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#define kTripminePModel "models/p_mine.mdl"
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#define kTripmineDeploySound "weapons/mine_deploy.wav"
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#define kTripmineActivateSound "weapons/mine_activate.wav"
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#define kTripmineChargeSound "weapons/mine_charge.wav"
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#define kTripmineStepOnSound "weapons/mine_step.wav"
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#define kMineMinSize Vector( -8, -8, 0)
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#define kMineMaxSize Vector(8, 8, 2)
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#define kDeployedTurretModel "models/b_sentry.mdl"
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#define kTurretFire1 "turret/turret-1.wav"
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#define kTurretFire2 "turret/turret-2.wav"
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#define kTurretFire3 "turret/turret-3.wav"
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#define kTurretFire4 "turret/turret-4.wav"
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#define kTurretPing "turret/turret_ping.wav"
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#define kTurretDeploy "turret/turret_deploy.wav"
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// Note, these must be concentric and only vary with the number
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// If these change, change kMarineConstructionSounds below also
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#define kTurretBuild1 "misc/build1.wav"
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#define kTurretBuild2 "misc/build2.wav"
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#define kTurretBuild3 "misc/build3.wav"
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#define kTurretBuild4 "misc/build4.wav"
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#define kTurretBuild5 "misc/build5.wav"
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// Construction sounds
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#define kMarineConstructionSoundList "misc/build"
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#define kAlienConstructionSoundList "misc/a-build"
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#define kMarineBuildingDeploy "misc/b_marine_deploy.wav"
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#define kMarineBuildingKilled "misc/b_marine_killed.wav"
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// Electrical sounds
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#define kElectricSparkSoundList "misc/elecspark"
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// Resource stuff
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#define kResourceTowerDeploySound "misc/res_deploy.wav"
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#define kFuncResourceMinSize Vector(-16.0, -16.0, 0.0)
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#define kFuncResourceMaxSize Vector(16.0, 16.0, .1)
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// Health
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#define kHealthModel "models/w_health.mdl"
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#define kHealthPickupSound "items/health.wav"
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#define kHealthMinSize Vector(-16, -16, 0)
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#define kHealthMaxSize Vector(16, 16, 4)
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// Catalyst
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#define kCatalystModel "models/w_catalyst.mdl"
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#define kCatalystPickupSound "items/catalyst.wav"
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#define kCatalystMinSize Vector(-16, -16, 0)
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#define kCatalystMaxSize Vector(16, 16, 4)
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// Heavy armor
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#define kHeavyModel "models/w_heavy.mdl"
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#define kHeavyPickupSound "items/pickup_heavy.wav"
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#define kHeavyMinSize Vector(-16, -16, 0)
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#define kHeavyMaxSize Vector(16, 16, 28)
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// Jetpack
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#define kJetpackModel "models/w_jetpack.mdl"
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#define kJetpackPickupSound "items/pickup_jetpack.wav"
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#define kJetpackMinSize Vector(-16, -16, 0)
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#define kJetpackMaxSize Vector(16, 16, 28)
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// Ammo
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#define kAmmoModel "models/w_ammo.mdl"
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#define kAmmoPickupSound "items/9mmclip1.wav"
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#define kAmmoMinSize Vector(-16, -16, 0)
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#define kAmmoMaxSize Vector(16, 16, 28)
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// Ammo
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#define kAmmoPackModel "models/w_ammopack.mdl"
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#define kAmmoPackPickupSound "items/9mmclip1.wav"
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#define kAmmoPackMinSize Vector(-16, -16, 0)
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#define kAmmoPackMaxSize Vector(16, 16, 24)
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// Phase gate!
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#define kwPhaseGate phasegate
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#define kwsPhaseGate "phasegate"
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#define kPhaseGateModel "models/b_phasegate.mdl"
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#define kPhaseGateSound "misc/phasegate.wav"
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#define kPhaseGateTransportSound "misc/transport2.wav"
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#define kPhaseInSound "misc/phasein.wav"
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const float kPhaseGateAmnestyTime = 2.0f;
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// Scan!
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#define kwScan scan
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#define kwsScan "scan"
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#define kScanModel "models/b_scan.mdl"
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#define kScanSound "misc/scan.wav"
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// Siege turret
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#define kwsSiegeTurret "siegeturret"
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#define kwSiegeTurret siegeturret
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const int kSiegeSplashRadius = 400;
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// Note: update siege turret selected sprite if changing this
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const float kSiegeTurretMinRangeScalar = .1f;
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#define kSiegeTurretModel "models/b_siege.mdl"
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#define kSiegeTurretShockWave "sprites/shockwave.spr"
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#define kSiegeTurretFire1 "turret/st_fire1.wav"
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#define kSiegeHitSound1 "turret/siegehit1.wav"
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#define kSiegeHitSound2 "turret/siegehit2.wav"
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#define kSiegePing "turret/siege_ping.wav"
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#define kSiegeDeploy "turret/siege_deploy.wav"
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// Nuke
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#define kwsNuke "nuke"
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#define kwNuke nuke
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#define kNukeDeploy "misc/b_nuke_deploy.wav"
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#define kNukeKilled "misc/b_nuke_killed.wav"
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#define kNukeActive "misc/b_nuke_active.wav"
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#define kNukeExplode "misc/b_nuke_explode.wav"
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#define kNukeModel "models/b_nuke.mdl"
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const float kNukeDamage = 4000;
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const float kNukeRange = 1000;
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// Special building class names
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#define kwsInfantryPortal "team_infportal"
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#define kwInfantryPortal team_infportal
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#define kwTeamCommand team_command
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#define kwsTeamCommand "team_command"
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#define kwsTurretFactory "team_turretfactory"
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#define kwTurretFactory team_turretfactory
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#define kwsAdvancedTurretFactory "team_advturretfactory"
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#define kwAdvancedTurretFactory team_advturretfactory
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#define kwsArmory "team_armory"
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#define kwArmory team_armory
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#define kwsAdvancedArmory "team_advarmory"
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#define kwAdvancedArmory team_advarmory
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#define kwsArmsLab "team_armslab"
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#define kwArmsLab team_armslab
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#define kwsPrototypeLab "team_prototypelab"
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#define kwPrototypeLab team_prototypelab
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#define kwsObservatory "team_observatory"
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#define kwObservatory team_observatory
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#define kwsChemlab "team_chemlab"
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#define kwChemlab team_chemlab
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#define kwsMedlab "team_medlab"
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#define kwMedlab team_medlab
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#define kwsNukePlant "team_nukeplant"
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#define kwNukePlant team_nukeplant
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// Resource tower
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#define kwsResourceTower "resourcetower"
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#define kwResourceTower resourcetower
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#define kResourceTowerModel "models/b_resourcetower.mdl"
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#define kResourceTowerSoundList "misc/resource_idle"
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#define kResourceTowerMinSoundInterval 1.5f
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const int kResourceTowerSightRange = 500;
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#define kMarineItemMinSize Vector(-16, -16, 0)
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#define kMarineItemMaxSize Vector(16, 16, 42)
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// Command station constants
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const float kCommandStationAttenuation = 2.0f;
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const float kCommandStationThinkInterval = .1f;
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#define kCommandStationModel "models/b_commandstation.mdl"
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#define kCommandStationStartSound "misc/commstat-start.wav"
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#define kCommandStationEndSound "misc/commstat-end.wav"
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#define kCommandStationDeathSound "misc/commstat-die.wav"
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#define kInfantryPortalModel "models/b_infportal.mdl"
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#define kTransportSound "misc/transport.wav"
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#define kTurretFactoryModel "models/b_turretfactory.mdl"
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#define kArmoryModel "models/b_armory.mdl"
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#define kAdvancedWeaponFactoryModel "models/b_advweaponfactory.mdl"
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#define kArmsLabModel "models/b_armslab.mdl"
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#define kPrototypeLabModel "models/b_prototypelab.mdl"
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#define kObservatoryModel "models/b_observatory.mdl"
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//#define kNukePlantModel "models/b_nukeplant.mdl"
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// Misc build constants
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#define kArmoryResupplySound "misc/resupply.wav"
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#endif
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