prozac-qfcc/defs.qh

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2003-11-26 08:58:34 +00:00
//#include "extern.qh"
#include "options.qh"
// because I want a boolean type :)
#define boolean integer
//
// constants
//
// edict.flags
#define FL_FLY 1
#define FL_SWIM 2
#define FL_CLIENT 8 // set for all client edicts
#define FL_INWATER 16 // for enter / leave water splash
#define FL_MONSTER 32
#define FL_GODMODE 64 // player cheat
#define FL_NOTARGET 128 // player cheat
#define FL_ITEM 256 // extra wide size for bonus items
#define FL_ONGROUND 512 // standing on something
#define FL_PARTIALGROUND 1024 // not all corners are valid
#define FL_WATERJUMP 2048 // player jumping out of water
#define FL_JUMPRELEASED 4096 // for jump debouncing
// edict.movetype values
#define MOVETYPE_NONE 0 // never moves
//#define MOVETYPE_ANGLENOCLIP 1
//#define MOVETYPE_ANGLECLIP 2
#define MOVETYPE_WALK 3 // players only
#define MOVETYPE_STEP 4 // discrete, not real time unless fall
#define MOVETYPE_FLY 5
#define MOVETYPE_TOSS 6 // gravity
#define MOVETYPE_PUSH 7 // no clip to world, push and crush
#define MOVETYPE_NOCLIP 8
#define MOVETYPE_FLYMISSILE 9 // fly with extra size against monsters
#define MOVETYPE_BOUNCE 10
#define MOVETYPE_BOUNCEMISSILE 11 // bounce with extra size
// checkmove types
#define MOVE_NORMAL 0
#define MOVE_NOMONSTERS 1
#define MOVE_MISSILE 2
// edict.solid values
#define SOLID_NOT 0 // no interaction with other objects
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
#define SOLID_BBOX 2 // touch on edge, block
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
#define SOLID_BSP 4 // bsp clip, touch on edge, block
// range values
#define RANGE_MELEE 0
#define RANGE_NEAR 1
#define RANGE_MID 2
#define RANGE_FAR 3
#define RANGE_VERYFAR 4 //- OfN - Used for sentries
// deadflag values
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DEAD_RESPAWNABLE 3
// takedamage values
#define DAMAGE_NO 0
#define DAMAGE_YES 1
#define DAMAGE_AIM 2
// items
#define IT_AXE 4096
#define IT_SHOTGUN 1
#define IT_SUPER_SHOTGUN 2
#define IT_NAILGUN 4
#define IT_LIGHT_ASSAULT 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
// point content values
#define CONTENTS_EMPTY -1
#define CONTENTS_SOLID -2
#define CONTENTS_WATER -3
#define CONTENTS_SLIME -4
#define CONTENTS_LAVA -5
#define CONTENTS_SKY -6
#define STATE_TOP 0
#define STATE_BOTTOM 1
#define STATE_UP 2
#define STATE_DOWN 3
#define VEC_ORIGIN '0 0 0'
#define VEC_HULL_MIN '-16 -16 -24'
#define VEC_HULL_MAX '16 16 32'
#define VEC_HULL2_MIN '-32 -32 -24'
#define VEC_HULL2_MAX '32 32 64'
// protocol bytes
#define SVC_SETVIEWPORT 5
#define SVC_SETANGLES 10
#define SVC_TEMPENTITY 23
#define SVC_KILLEDMONSTER 27
#define SVC_FOUNDSECRET 28
#define SVC_INTERMISSION 30
#define SVC_FINALE 31
#define SVC_CDTRACK 32
#define SVC_SELLSCREEN 33
2001-07-25 21:10:26 +00:00
#define SVC_SMALLKICK 34
#define SVC_BIGKICK 35
#define SVC_MUZZLEFLASH 39
#define TE_SPIKE 0
#define TE_SUPERSPIKE 1
#define TE_GUNSHOT 2
#define TE_EXPLOSION 3
#define TE_TAREXPLOSION 4
#define TE_LIGHTNING1 5
#define TE_LIGHTNING2 6
#define TE_WIZSPIKE 7
#define TE_KNIGHTSPIKE 8
#define TE_LIGHTNING3 9
#define TE_LAVASPLASH 10
#define TE_TELEPORT 11
#define TE_BLOOD 12
#define TE_LIGHTNINGBLOOD 13
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) allways override a playing sound on that channel
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
#define CHAN_MUSIC 5 //WK For orff.wav
#define CHAN_MISC 6
//#define CHAN_MONSTER 7
#define ATTN_NONE 0
#define ATTN_NORM 1
#define ATTN_IDLE 2
#define ATTN_STATIC 3
// update types
#define UPDATE_GENERAL 0
#define UPDATE_STATIC 1
#define UPDATE_BINARY 2
#define UPDATE_TEMP 3
// entity effects
#define EF_BRIGHTFIELD 1
#define EF_MUZZLEFLASH 2
#define EF_BRIGHTLIGHT 4
#define EF_DIMLIGHT 8
// network writes. argument to Write*
#define MSG_ONE 1 // reliable to one (msg_entity)
#define MSG_ALL 2 // reliable to all
#define MSG_INIT 3 // write to the init string
#define MSG_MULTICAST 4 // only those in pvs/phs. see
// multicast sets below
// message levels
2001-07-24 20:45:52 +00:00
#define PRINT_LOW 0.0 // pickup messages
#define PRINT_MEDIUM 1.0 // death messages
#define PRINT_HIGH 2.0 // critical messages
#define PRINT_CHAT 3.0 // also goes to chat console
// multicast sets. argument to multicast
#define MULTICAST_ALL 0 // every client
#define MULTICAST_PHS 1 // within hearing
#define MULTICAST_PVS 2 // within sight
#define MULTICAST_ALL_R 3 // every client, reliable
#define MULTICAST_PHS_R 4 // within hearing, reliable
#define MULTICAST_PVS_R 5 // within sight, reliable
#define AS_STRAIGHT 1
#define AS_SLIDING 2
#define AS_MELEE 3
#define AS_MISSILE 4
#define AS_FIREBALL 5
1) Attempted to give players positive frags whenever possible. You now should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
#define MAX_HOVER_FUEL 10 //Boots will recharge up to this maximum
#define CUSTOM_ON_SPAWN 1 //When dead, rebuild
#define CUSTOM_FINISHED 2 //Normal gameplay
#define CUSTOM_BUILDING 4 //Making a class
#define CUSTOM_OVERRIDE 8 //Used internally by menu.qc
#define CUSTOM_SELLING 16 //Person wants to sell his frags for money
#define SPENDING_LIMIT 10000 //How much to start with if serverinfo m is not set
// 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_CONCUSSIONED 4 // If the person is dizzy and fumbling
#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
//WK
#define TFSTATE_INSPIRED 131072 // set when chaplan is in their area
//CH
#define TFSTATE_RL_LASER 262144 //CH set when aiming laser with rl
//SB
#define TFSTATE_C4THROW 524288 // we're priming the detpack
#define TFSTATE_ASSAULTCANNON 1048576 // we're firing an assault cannon
#define TFSTATE_DISARMED 2097152 // We've been disarmed.
// 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
//WK 152 Default, must be > 6.
//#define MOTD_FINISHED 242 //Delay in 1/10th seconds for motd to show
#define MOTD_FINISHED 150
/*==================================================*/
/* 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_HALFARMORDIRECT 128
#define TEAMPLAY_NOARMORDIRECT 256
#define TEAMPLAY_HALFARMOREXPLOSIVE 512
#define TEAMPLAY_NOARMOREXPLOSIVE 1024
#define TEAMPLAY_HALFMIRRORDIRECT 2048
#define TEAMPLAY_FULLMIRRORDIRECT 4096
#define TEAMPLAY_HALFMIRROREXPLOSIVE 8192
#define TEAMPLAY_FULLMIRROREXPLOSIVE 16384
#define TEAMPLAY_VAMPIRE 32768
//#define TEAMPLAY_LIGHT_DAMAGE 131072
// 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 WK - Why?
#define PC_RANDOM 10 // Random playerclass
#define PC_CUSTOM 11 // WK - THE NEW CLASS BEEEATCH
#define PC_CIVILIAN 12 // Civilians are a special class. They cannot
// be chosen by players, only enforced by maps
#define PC_LASTCLASS 13 // Use this as the high-boundary for any loops
// through the playerclass.
/*==================================================*/
/* Impulse Defines */
/*==================================================*/
// *must* be less than 4194304
#define TF_ALIASVERSION 100
// 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
// Status Bar Resolution Settings. Same as CTF to maintain ease of use.
#define TF_STATUSBAR_RES_START 71
#define TF_STATUSBAR_RES_END 81
// 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 //Changed, this is Custom now
// Help impulses
#define TF_DISPLAYLOCATION 118
#define TF_STATUS_QUERY 119
#define TF_CHANGECLASS 120
#define TF_UNCUSTOM 121
#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.
#define TF_TEAM_ENUM 147 // WK WK
// 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_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_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 // Bring up spy menu
#define TF_SPY_DIE 178 // Feign Death
#define TF_SPY_DIE2 213 //CH sfeign
// Engineer Impulses
#define TF_ENGINEER_BUILD 179
//#define TF_ENGINEER_SANDBAG 180
// SB new impulses
//#define BUILD_SENSOR 190
#define THROW_DETPACK 191
//#define IMPULSE_INTERFACE 192 // now its a profession
#define IMPULSE_HOLO 192 //- OfN
//#define SWITCH_CAMERA 199
// Medic!!
#define TF_MEDIC_HELPME 181
// taunts
#define TF_TAUNT 203 //WK
#define TF_TAUNT2 204 //WK
#define TF_TAUNT3 205 //WK
#define TF_TAUNT4 206 //WK
#define TF_TAUNT5 207 //WK
// 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
// WK Sell off frags
#define TF_SELL 187
#define TF_SKILL 200
#define TF_LAY 201 //MegaTFer killer
#define TF_DROPITEMS 202 //CH
#define TF_BITSTART 250
#define TF_BIT0 251
#define TF_BIT1 252
#define TF_BITEND 253
#define TF_BITNONE 254
#define TF_ALIASNEXT 255
//CH in admin.qc is a list of impulses that can be used during ceasefire
//To fool proof the cheat impulses
#define I_CHEAT_ONE 155
#define I_CHEAT_TWO 83
#define I_CHEAT_THREE 212
//Alias checking
#define TF_GOTALIAS_PRECHECK 0
#define TF_GOTALIAS_CHECKING 1
#define TF_GOTALIAS_SETTING 2
#define TF_GOTALIAS_DONE 4
/*==================================================*/
/* Colors */
/*==================================================*/
#define WHITE 1
#define BROWN 2
#define BLUE 3
#define GREEN 4
#define RED 5
#define TAN 6
#define PINK 7
#define ORANGE 8
#define PURPLE 9
#define DARKPURPLE 10
#define GREY 11
#define DARKGREEN 12
#define YELLOW 13
#define DARKBLUE 14
/*==================================================*/
/* Defines for the ENGINEER's Building ability */
/*==================================================*/
// Ammo costs
#define AMMO_COST_SHELLS 3 // Metal needed to make 1 shell
#define AMMO_COST_NAILS 2
#define AMMO_COST_ROCKETS 5
#define AMMO_COST_CELLS 5
// Building types
#define BUILD_DISPENSER 1
#define BUILD_SENTRYGUN 2
#define BUILD_TESLA 3
#define BUILD_SECURITY_CAMERA 4
#define BUILD_TELEPORTER 5
#define BUILD_FIELDGEN 6
// Building metal costs
#define BUILD_COST_DISPENSER 100 // Built thru the menu
#define BUILD_COST_SENTRYGUN 130 // Built thru the menu
#define BUILD_COST_TURRET 75 // Built thru the menu
#define BUILD_COST_TESLA 100 // Built thru the menu
#define BUILD_COST_CAMERA 55 //NOTE is used to check if can build stuff
#define BUILD_COST_TELEPORTER 90
#define BUILD_COST_SENSOR 60
#define BUILD_COST_FIELDGEN 140
// Building times
#define BUILD_TIME_DISPENSER 2 // 2 seconds to build
#define BUILD_TIME_SENTRYGUN 5 // 5 seconds to build
#define BUILD_TIME_TESLA 6 // 8 seconds to build
#define BUILD_TIME_TELEPORTER 3 // 3 seconds to build
#define BUILD_TIME_FIELDGEN 4 // 7 seconds to build
//Camera is thrown, no build time - OfN - sensor neither
// Building health levels
#define BUILD_HEALTH_DISPENSER 150 // Built thru the menu
#define BUILD_HEALTH_SENTRYGUN 150 // Built thru the menu
#define BUILD_HEALTH_TESLA 200 // Built thru the menu
#define BUILD_HEALTH_CAMERA 400 // They dont do much // was 600
#define BUILD_HEALTH_SENSOR 250 // may not do much, but v. annoying // was 200
#define BUILD_HEALTH_TELEPORTER 300
#define BUILD_HEALTH_FIELDGEN 300 //
// Amount of CELLS you can repair something in one go (NOT HEALTH! health is 5x this)
// this is going to be tweaked a lot
#define BUILD_DISPENSER_REPAIR 15 // 3 repairs
#define BUILD_SENTRYGUN_REPAIR 20 // 3 repairs
#define BUILD_TESLA_REPAIR 30 // a lot of repairs for many teslas, 2 for regular ones
#define BUILD_CAMERA_REPAIR 50 // 2 repairs
#define BUILD_SENSOR_REPAIR 50 // 1 repair (these things get attacked a lot)
#define BUILD_TELEPORT_REPAIR 30 // 2 or 3
#define BUILD_FIELDGEN_REPAIR 30 // also 2 or 3, decheapening here
// same, but for amount you can recharge. this is the same as the number of cells used
#define BUILD_TESLA_RECHARGE 100
#define BUILD_TELEPORT_RECHARGE 100
#define BUILD_FIELDGEN_RECHARGE 50
// Building screwups
#define SCREWUP_ONE 1
#define SCREWUP_TWO 2
#define SCREWUP_THREE 4
#define SCREWUP_FOUR 8
//#define SCREWUP_FIVE 16
//- OfN Building hack-impovements -//
#define IMPROVED_ONE 1 //
#define IMPROVED_TWO 2 // level 1 ice (more time to hack it)
#define IMPROVED_THREE 4 //
#define IMPROVED_FOUR 8 //(usually takeover xcept for teleporter and dispensern)
#define IMPROVED_FIVE 16 // Level 2 ice (unable to hack it)
#define IMPROVED_SIX 32 // Level 3 ice (kills hacker)
#define IMPROVED_SEVEN 64 // used for 2nd sensor revealer hack (for thieves)
//---------------------------------//
//CH Max distance for teleporter
#define TELEPORTER_RANGE 3072
// 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
/*==================================================*/
/* Ammo quantities for dropping */
/*==================================================*/
#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 */
/*==================================================*/
// WK -- Removed "weapons" to free up space for shootable things
// We can remove some more by giving the weapons a weapon mode (like the rifle)
#define WEAP_HOOK 1
#define WEAP_MEDIKIT 4
#define WEAP_SPANNER 8
#define WEAP_AXE 16
#define WEAP_SNIPER_RIFLE 32
#ifndef NO_AUTORIFLE
# define WEAP_AUTO_RIFLE 64
#endif
#define WEAP_SHOTGUN 128
#define WEAP_SUPER_SHOTGUN 256
#define WEAP_NAILGUN 512
#define WEAP_LIGHT_ASSAULT 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_DAEDALUS 131072
//#define WEAP_DETPACK 131072 DONT MAKE ANY AMMOTYPES USE THIS NUMBER!
#define WEAP_TRANQ 262144
#define WEAP_LASER 524288
#define WEAP_MAUSER 1048576
#define WEAP_AIRF 2097152 //- OfN - airfist
#define WEAP_LASERCANNON 4194304 //- OfN - LASER CANNON
#define WEAP_SNG 8388608
//MAX 24 BITS OF PRECISION IN FLOAT!
/*====================================================*/
/* New Items WK -- Things to buy in custom! */
/* Treated as weapons, but be sure to check the right */
/* bitfield -- .weapons_carried vs .tf_items! */
/*====================================================*/
//WK these are carried in self.tf_items
#define NIT_SCANNER 1
#define NIT_TURRET 2 //Turret
#define NIT_KEVLAR 4 //Special Armors
#define NIT_GEL 8
#define NIT_BLAST 16
#define NIT_CERAMIC 32
#define NIT_ASBESTOS 64
#define NIT_AMMO_BACKPACK 128 //Increases ammo capacity
#define NIT_AMMO_BANDOLIER 256 //Increases starting ammo
#define NIT_SCUBA 512 //The Scuba Commando!
//WK this next one is only used on teslas, not people, hence the conflict
#define NIT_TESLA_CLOAKING 512 //CH Tesla got a cloaking device
#define NIT_AUTOID 1024
#define NIT_AUTOMEDIC 2048
#define NIT_RESPAWN_GUARD 4096
#define NIT_AUTOSCANNER 8192
#define NIT_HOVER_BOOTS 16384 //Like a jet pack
#define NIT_TESLA 32768 //The *real* bug zapper!
#define NIT_SECURITY_CAMERA 65536 //CH Security Camera
#define NIT_TELEPORTER 131072 //CH Teleporter
#define NIT_TESLA_UPGRADE 262144 //Get more tesla upgrades
#define NIT_HOVER_BOOTS_UPGRADE 524288 //CH you get 2x fuel
#define NIT_RL_LASER_SIGHT 1048576 //CH
#define NIT_CLUSTER_ROCKETS 2097152 //CH
//2 more allowed, before we run out of bits in a .float
//WK On to the third 24-wide bitfield for holding purchases
#define CUTF_DETPACK 1
#define CUTF_KNIFE 2 //More like a powerup
#define CUTF_SPY_KIT 4 //Allows disguise
#define CUTF_HWGUY 8 //Person doesn't bounce
#define CUTF_SENTRYGUN 16 //Allows building a gun
#define CUTF_JAMMER 32 // SB scanner jammer
#define CUTF_FULLARMOUR 64 // SB full armour when spawning
#define CUTF_CYBERAUG 128 // SB cybernetic augmentation
#define CUTF_SENSOR 256 // SB motion sensor
#define CUTF_INTERFACE 512 // SB tech interface - for hax0ring SGs
#define CUTF_TOSSABLEDET 1024 // C4 tossable detpack
#define CUTF_DISPENSER 2048 // the new buyable dispenc0r
#define CUTF_STEALTH 4096 // balance proficiency - done
#define CUTF_HIGHJUMP 8192 // highjump proficiency - done
#define CUTF_GYMNAST 16384 // Gymnast proficiency
#define CUTF_DEMONLORE 32768 // demon lore proficiency
#define CUTF_EXPBODY 65536 // martyr
#define CUTF_CLOSECOMBAT 131072 // close combat guy
//-----------------------------------//
#define CUTF_HOLO 262144 // OfN - Holograph
#define CUTF_OTR 524288 // OfN - OTR bullets for sniper rifle
#define CUTF_FIELDGEN 1048576 // OfN - field generators
//Time to be invincible from the respawn guard
#define RESPAWN_GUARD_TIME 5
//JOBS AVAILABLE
#define JOB_THIEF 1
#define JOB_RUNNER 2
#define JOB_WARLOCK 4
#define JOB_CHAPLAN 8
#define JOB_BERSERKER 16
#define JOB_GUERILLA 32
#define JOB_JUDOKA 64
//- OfN - New jobs -
#define JOB_ARMY 128
#define JOB_HACKER 256
#define JOB_MARTYR 512
#define JOB_CRUSADER 1024
//This is the sum of all jobs...
#define JOB_ALL 2047 //Not a job, used to simplify bit operators
//STATES WE ARE IN FOR JOB
//Every time we add one, make sure it gets reset in tfort.qc!
#define JOB_ACTIVE 2048 //Job is 'on' like currently hiding
#define JOB_FULL_HIDE 4096 //Job is in phase two of "hide"
#define JOB_TIRED 8192 //Recovering from a sprint
#define JOB_BLOODY_KNIFE 16384 //We've gone OJ on someone
#define JOB_DEMON_OUT 32768 //We have a demon in the world
//#define JOB_MARTYR_ENEMY ^double //We have been shot, and enemy remembered
/*==================================================*/
/* 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
#define RE_LIGHT_ASSAULT 40
// 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
#define RE_LIGHT_ASSAULT_TIME 3.5
// 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 50
// Detpack
#define WEAP_DETPACK_DISARMTIME 1 //Time it takes to disarm a Detpack
#define WEAP_DETPACK_SETTIME 4 // Time it takes to set a Detpack
#define WEAP_DETPACK_SIZE 800
#define WEAP_DETPACK_BITS_NO 12 // Bits that detpack explodes into
// Tranquiliser Gun
#define TRANQ_TIME 5
// Grenades
#define GR_PRIMETIME 3
// Grenade types
#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_FLAME 5 //WK Our special napalm grenade ;)
#define GR_TYPE_FLARE 6
#define GR_TYPE_GAS 7
#define GR_TYPE_EMP 8
#define GR_TYPE_FLASH 9
#define GR_TYPE_FRAG 10
#define GR_TYPE_KRAC 11
#define GR_TYPE_ANTIGRAV 12
#define GR_TYPE_BIO 13
#define GR_TYPE_CALTROP 14
// Defines for WeaponMode
#define GL_NORMAL 0
#define GL_PIPEBOMB 1
// Defines for Concussion Grenade
#define GR_CONCUSS_TIME 5
#define GR_CONCUSS_DEC 20
// Defines for the Gas Grenade
#define GR_HALLU_TIME 0.1
#define GR_HALLU_DEC 2.5
#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_MOVEMENT 4 // Motion detection. Only report moving entities.
/*==================================================*/
/* New Item Related Defines */
/*==================================================*/
#define NIT_SCANNER_POWER 100 // 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
// Armor Classes : Bitfields. Use the "armorclass" of armor for the Armor Type.
#define AT_SAVESHOT 1 // Kevlar : Reduces bullet damage by 15%
#define AT_SAVEMELEE 2 // Gel : Reduces melee attacks by 15%
#define AT_SAVEEXPLOSION 4 // Blast : Reduces explosion damage 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 420 // Maximum movement speed
#define PC_SCOUT_MAXSTRAFESPEED 420 // 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_SAVEMELEE <-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 | WEAP_AIRF
#define PC_SCOUT_MAXAMMO_SHOT 50 // Maximum amount of shot ammo this class can carry
#define PC_SCOUT_MAXAMMO_NAIL 100 // 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_NORMAL // <- 1st Type of Grenade this class has
#define PC_SCOUT_GRENADE_TYPE_1 GR_TYPE_CALTROP //GR_TYPE_FLASH // <- 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 4 // Number of grenades of Type 1 this class has when respawned
#define PC_SCOUT_GRENADE_INIT_2 4 // Number of grenades of Type 2 this class has when respawned
#define PC_SCOUT_TF_ITEMS NIT_SECURITY_CAMERA | NIT_SCANNER | NIT_AUTOSCANNER | NIT_HOVER_BOOTS | NIT_HOVER_BOOTS_UPGRADE // OfN Now with hover boots
#define PC_SCOUT_CUTFITEMS CUTF_HOLO // | CUTF_CYBERAUG // OfN Scouts with holo now and cyberaug!
#define PC_SCOUT_JOB JOB_THIEF
#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
// Class Details for SNIPER
#define PC_SNIPER_SKIN 5
#define PC_SNIPER_MAXHEALTH 90
#define PC_SNIPER_MAXSPEED 320
#define PC_SNIPER_MAXSTRAFESPEED 320
#define PC_SNIPER_MAXARMOR 50
#define PC_SNIPER_INITARMOR 50
#define PC_SNIPER_MAXARMORTYPE 0.3
#define PC_SNIPER_INITARMORTYPE 0.3
#define PC_SNIPER_ARMORCLASSES 3 // AT_SAVESHOT | AT_SAVEMELEE
#define PC_SNIPER_INITARMORCLASS 1
#ifndef NO_AUTORIFLE
# define PC_SNIPER_WEAPONS WEAP_SNIPER_RIFLE | WEAP_AUTO_RIFLE | WEAP_AXE | WEAP_NAILGUN
#else
# define PC_SNIPER_WEAPONS WEAP_SNIPER_RIFLE | WEAP_AXE | WEAP_NAILGUN
#endif
#define PC_SNIPER_MAXAMMO_SHOT 75
#define PC_SNIPER_MAXAMMO_NAIL 100
#define PC_SNIPER_MAXAMMO_CELL 150
#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_CALTROP
#define PC_SNIPER_GRENADE_TYPE_2 GR_TYPE_FLARE //- OfN it was GR_TYPE_FLASH
#define PC_SNIPER_GRENADE_INIT_1 4
#define PC_SNIPER_GRENADE_INIT_2 6 // OfN it was 4
#define PC_SNIPER_TF_ITEMS NIT_SECURITY_CAMERA // | NIT_TESLA
#define PC_SNIPER_CUTF_ITEMS 0 // CUTF_OTR
#define PC_SNIPER_JOB JOB_JUDOKA
// Class Details for SOLDIER
#define PC_SOLDIER_SKIN 6
#define PC_SOLDIER_MAXHEALTH 100
#define PC_SOLDIER_MAXSPEED 250
#define PC_SOLDIER_MAXSTRAFESPEED 250
#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 40
#define PC_SOLDIER_INITAMMO_SHOT 50
#define PC_SOLDIER_INITAMMO_NAIL 0
#define PC_SOLDIER_INITAMMO_CELL 0
#define PC_SOLDIER_INITAMMO_ROCKET 20
#define PC_SOLDIER_GRENADE_TYPE_1 GR_TYPE_NORMAL
#define PC_SOLDIER_GRENADE_TYPE_2 GR_TYPE_NAIL
#define PC_SOLDIER_GRENADE_INIT_1 4
#define PC_SOLDIER_GRENADE_INIT_2 2
#define PC_SOLDIER_TF_ITEMS 0 //NIT_RL_LASER_SIGHT //WK no Cluster - OfN no hover boots
#define PC_SOLDIER_JOB JOB_ARMY //JOB_RUNNER
// Class Details for DEMOLITION MAN
#define PC_DEMOMAN_SKIN 1
#define PC_DEMOMAN_MAXHEALTH 100
#define PC_DEMOMAN_MAXSPEED 290
#define PC_DEMOMAN_MAXSTRAFESPEED 290
#define PC_DEMOMAN_MAXARMOR 100
#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 // AT_SAVEEXPLOSION
#define PC_DEMOMAN_WEAPONS WEAP_AXE | WEAP_SHOTGUN | WEAP_GRENADE_LAUNCHER
#define PC_DEMOMAN_MAXAMMO_SHOT 75
#define PC_DEMOMAN_MAXAMMO_NAIL 50
#define PC_DEMOMAN_MAXAMMO_CELL 50
#define PC_DEMOMAN_MAXAMMO_ROCKET 50
1) Attempted to give players positive frags whenever possible. You now should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
#define PC_DEMOMAN_MAXAMMO_DETPACK 2
#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
1) Attempted to give players positive frags whenever possible. You now should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
#define PC_DEMOMAN_GRENADE_INIT_1 5
#define PC_DEMOMAN_GRENADE_INIT_2 2
#define PC_DEMOMAN_TF_ITEMS NIT_AMMO_BANDOLIER
#define PC_DEMOMAN_JOB JOB_GUERILLA
#define PC_DEMOMAN_CUTFITEMS CUTF_DETPACK | CUTF_TOSSABLEDET
// Class Details for COMBAT MEDIC
#define PC_MEDIC_SKIN 3
#define PC_MEDIC_MAXHEALTH 90
#define PC_MEDIC_MAXSPEED 340
#define PC_MEDIC_MAXSTRAFESPEED 340
#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_MEDIKIT | WEAP_SHOTGUN | WEAP_SUPER_SHOTGUN | WEAP_LIGHT_ASSAULT
#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_BIO //GR_TYPE_CONCUSSION
#define PC_MEDIC_GRENADE_INIT_1 3
#define PC_MEDIC_GRENADE_INIT_2 2
#define PC_MEDIC_TF_ITEMS 0 //NIT_AUTOMEDIC // SB no more automedic - OfN no way! :)
#define PC_MEDIC_REGEN_TIME 3 // Number of seconds between each regen.
#define PC_MEDIC_REGEN_AMOUNT 6 // Amount of health regenerated each regen.
#define PC_MEDIC_JOB JOB_CRUSADER
// Class Details for HVYWEAP
#define PC_HVYWEAP_SKIN 2
#define PC_HVYWEAP_MAXHEALTH 100
#define PC_HVYWEAP_MAXSPEED 250
#define PC_HVYWEAP_MAXSTRAFESPEED 250
#define PC_HVYWEAP_MAXARMOR 300
#define PC_HVYWEAP_INITARMOR 300
#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 24
#define PC_HVYWEAP_INITAMMO_ROCKET 0
#define PC_HVYWEAP_GRENADE_TYPE_1 GR_TYPE_NORMAL
#define PC_HVYWEAP_GRENADE_TYPE_2 GR_TYPE_MIRV
1) Attempted to give players positive frags whenever possible. You now should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
#define PC_HVYWEAP_GRENADE_INIT_1 5
#define PC_HVYWEAP_GRENADE_INIT_2 2
1) Attempted to give players positive frags whenever possible. You now should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
#define PC_HVYWEAP_TF_ITEMS NIT_AMMO_BANDOLIER
#define PC_HVYWEAP_JOB JOB_RUNNER
// Class Details for PYRO
#define PC_PYRO_SKIN 21
#define PC_PYRO_MAXHEALTH 100
#define PC_PYRO_MAXSPEED 290
#define PC_PYRO_MAXSTRAFESPEED 290
#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 60
#define PC_PYRO_INITAMMO_SHOT 20
#define PC_PYRO_INITAMMO_NAIL 0
#define PC_PYRO_INITAMMO_CELL 120
#define PC_PYRO_INITAMMO_ROCKET 24
#define PC_PYRO_GRENADE_TYPE_1 GR_TYPE_NORMAL
#define PC_PYRO_GRENADE_TYPE_2 GR_TYPE_NAPALM
#define PC_PYRO_GRENADE_INIT_1 4
#define PC_PYRO_GRENADE_INIT_2 4
#define PC_PYRO_TF_ITEMS NIT_HOVER_BOOTS | NIT_HOVER_BOOTS_UPGRADE // OfN why this = NIT_HOVER_BOOTS || NIT_HOVER_BOOTS_UPGRADE ??
#define PC_PYRO_JOB JOB_THIEF
// Class Details for SPY
#define PC_SPY_SKIN 22
#define PC_SPY_MAXHEALTH 90
#define PC_SPY_MAXSPEED 320
#define PC_SPY_MAXSTRAFESPEED 320
#define PC_SPY_MAXARMOR 100
#define PC_SPY_INITARMOR 50
#define PC_SPY_MAXARMORTYPE 0.6
#define PC_SPY_INITARMORTYPE 0.6
#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 50
#define PC_SPY_MAXAMMO_CELL 200
#define PC_SPY_MAXAMMO_ROCKET 15
#define PC_SPY_INITAMMO_SHOT 40
#define PC_SPY_INITAMMO_NAIL 0
#define PC_SPY_INITAMMO_CELL 100
#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 4
#define PC_SPY_GRENADE_INIT_2 2
#define PC_SPY_TF_ITEMS NIT_SECURITY_CAMERA | NIT_TELEPORTER
#define PC_SPY_CELL_REGEN_TIME 0.05
#define PC_SPY_CELL_REGEN_AMOUNT 10
#define PC_SPY_CELL_USAGE 25 // Amount of cells spent while invisible
#define PC_SPY_GO_UNDERCOVER_TIME 4 // Time it takes to go undercover
#define PC_SPY_JOB JOB_HACKER // OfN - It was JOB_WARLOCK
#define PC_SPY_CUTFITEMS CUTF_SPY_KIT | CUTF_KNIFE
// Class Details for ENGINEER
#define PC_ENGINEER_SKIN 22 // Not used anymore
#define PC_ENGINEER_MAXHEALTH 100
#define PC_ENGINEER_MAXSPEED 290
#define PC_ENGINEER_MAXSTRAFESPEED 290
#define PC_ENGINEER_MAXARMOR 75
#define PC_ENGINEER_INITARMOR 75
#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 75
#define PC_ENGINEER_MAXAMMO_NAIL 50
#define PC_ENGINEER_MAXAMMO_CELL 320 // synonymous with metal
#define PC_ENGINEER_MAXAMMO_ROCKET 30
#define PC_ENGINEER_INITAMMO_SHOT 30
#define PC_ENGINEER_INITAMMO_NAIL 25
#define PC_ENGINEER_INITAMMO_CELL 200 // 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 4
#define PC_ENGINEER_GRENADE_INIT_2 4
#define PC_ENGINEER_TF_ITEMS NIT_TESLA | NIT_SECURITY_CAMERA | NIT_TELEPORTER
#define PC_ENGINEER_CUTFITEMS CUTF_SENTRYGUN | CUTF_DISPENSER | CUTF_SENSOR | CUTF_FIELDGEN
#define PC_ENGINEER_JOB JOB_HACKER //JOB_JUDOKA
// Class Details for CIVILIAN
#define PC_CIVILIAN_SKIN 22
#define PC_CIVILIAN_MAXHEALTH 90
#define PC_CIVILIAN_MAXSPEED 290
#define PC_CIVILIAN_MAXSTRAFESPEED 290
#define PC_CIVILIAN_MAXARMOR 75
#define PC_CIVILIAN_INITARMOR 75
#define PC_CIVILIAN_MAXARMORTYPE 0.3
#define PC_CIVILIAN_INITARMORTYPE 0.3
#define PC_CIVILIAN_ARMORCLASSES 0
#define PC_CIVILIAN_INITARMORCLASS 0
#define PC_CIVILIAN_WEAPONS WEAP_AXE | WEAP_SUPER_SHOTGUN | WEAP_SHOTGUN
#define PC_CIVILIAN_MAXAMMO_SHOT 50
#define PC_CIVILIAN_MAXAMMO_NAIL 0
#define PC_CIVILIAN_MAXAMMO_CELL 0
#define PC_CIVILIAN_MAXAMMO_ROCKET 0
#define PC_CIVILIAN_INITAMMO_SHOT 30
#define PC_CIVILIAN_INITAMMO_NAIL 0
#define PC_CIVILIAN_INITAMMO_CELL 0
#define PC_CIVILIAN_INITAMMO_ROCKET 0
#define PC_CIVILIAN_GRENADE_TYPE_1 GR_TYPE_NORMAL
#define PC_CIVILIAN_GRENADE_TYPE_2 0
#define PC_CIVILIAN_GRENADE_INIT_1 2
#define PC_CIVILIAN_GRENADE_INIT_2 0
#define PC_CIVILIAN_TF_ITEMS 0
#define PC_CIVILIAN_JOB JOB_THIEF
#define PC_CIVILIAN_CUTFITEMS CUTF_KNIFE
/*==========================================================================*/
/* 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
// 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
#define TFGE_CAUSE_EXPLOSION 128 //CH if set spawn explosion and use t_length
// 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_CAUSERESPAWN 32 //CH force respawn, not die
// 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_GOAL_TO_GROUND 2048 //CH GoalItem drops to ground when spawns
#define TFGI_DROPITEMS 4096 //GR TF docs mislabel this as being in goal_results, ha ha!
#define TFGI_GOAL_IS_SOLID 8192 //CH GoalItem is solid
// 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
// 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
/*==========================================================================*/
/* Flamethrower */
/*==========================================================================*/
#define FLAME_PLYRMAXTIME 45 // lifetime in 0.1 sec 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
/*==================================================*/
/* 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
/*==================================================*/
/* Death Message defines */
/*==================================================*/
#define DMSG_SHOTGUN 1
#define DMSG_SSHOTGUN 2
#define DMSG_NAILGUN 3
#define DMSG_LIGHT_ASSAULT 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_BUG_ZAPPER 37
#define DMSG_GREN_FRAG 38
#define DMSG_JUDOKA 39
#define DMSG_MARTYR 40
#define DMSG_HOVER 41 //Boot exhaust!
#define DMSG_LAND_MINE 42
#define DMSG_TESLA 43
#define DMSG_DEMON_FIRE 44
#define DMSG_BERSERK 45
#define DMSG_MAUSER 50
#define DMSG_DAEDALUS 51
#define DMSG_EXPBODY 52 //- OfN -
#define DMSG_ANTIHACK 53
#define DMSG_ANTIDISM 54
#define DMSG_CYBERNET 55
#define DMSG_AIRG 56
#define DMSG_AIRG_WATER 57
#define DMSG_LASERCANNON 58
#define DMSG_DISPEL 59
#define DMSG_CALTROP 60
#define DMSG_CLUSTER_ROCKET 61
#define DMSG_FLYCALTROP 62
#define DMSG_SNG 63
#define DMSG_FORCEFIELD 64
#define DMSG_STUCK_FORCEFIELD 65
#define DMSG_SPANNERFIELD 66
#define DMSG_FGTRAP 67
#define DMSG_FF_HACKED 68
#define DMSG_FF_STUCK_HACKED 69
1) Attempted to give players positive frags whenever possible. You now should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
#define DMSG_PHYSICS 70
#define DMSG_OUTOFBOUNDS 71
#define DMSG_GREN_EMP_RADIUS 72
//Defs for objects a spikeshooter can spawn Misc.qc
#define SPAWNFLAG_SUPERSPIKE 1
#define SPAWNFLAG_LASER 2
//CH add new things a trap can spawn
#define SPAWNFLAG_TFROCKET 4
#define SPAWNFLAG_TFGRENADE 8
#define SPAWNFLAG_TFFLAME 16
// OfN - Crusader auras
#define AURA_POWER 1
#define AURA_RESISTANCE 2
#define AURA_HASTE 3
#define AURA_INVIS 4
#ifdef DEBUG
# define RPrint Real_RPrint
#else
# define RPrint(...)
# define dremove remove
# define printtrace(...)
#endif
#include "ofndefs.qh"
#define AVG(a,b) (((a) + (b)) * 0.5)
#define MIN(a,b) (((a) < (b)) ? (a) : (b))
#define MAX(a,b) (((a) > (b)) ? (a) : (b))
#define BOUND(a,b,c) (MAX((a), MIN((b), (c))))
#define ASSERT(a) do {if (!(a)) error (__FILE__ + ":" + itos(__LINE__) + ": Assert failed: " + #a);} while (0)
#define SIGN_i(a) (((a) < 0) ? -1 : +1)
#define SIGN_f(a) (((a) < 0) ? -1.0 : +1.0)
#define printf(...) do {RPrint (sprintf (__VA_ARGS__));} while (0)