NS/main/source/mod/AvHMarineEquipmentConstants.h

323 lines
12 KiB
C

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// - Removed outdated overwatch target and tension events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// - Removed outdated commandpoints event, added siege turret shockwave, tweaked ranges and damage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