NS/dev/3.2-movements/source/cl_dll/tf_defs.h
tankefugl 1d385ec5bf o Created branch for movement codes
- added +attack2
- fade blink reworked
- onos charge reworked

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@348 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-11-14 20:18:27 +00:00

1387 lines
51 KiB
C++

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