prozac-qfcc/defs.qh
2004-02-04 01:04:43 +00:00

1379 lines
48 KiB
C++

//#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_SETANGLE 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
#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 8 //really 1, doesn't exist in quakeworld
#define EF_MUZZLEFLASH 8 //really 2, doesn't exist in quakeworld
#define EF_BRIGHTLIGHT 4
#define EF_DIMLIGHT 8
#define EF_FLAG1 16
#define EF_FLAG2 32
#define EF_BLUE 64
#define EF_RED 128
#define EF_ANYGLOW (EF_BRIGHTLIGHT | EF_DIMLIGHT | EF_RED | EF_BLUE)
float (entity e) EF_GlowColor;
// 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
#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
#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_AMOUNT 75
#define GR_CONCUSS_TIME 0.2
#define GR_CONCUSS_DEC 0.5
#define GR_CONCUSS_MAX 100
#define GR_CONCUSS_IDLE 1
#define GR_CONCUSS_X 0.2
#define GR_CONCUSS_Y 0.3
#define GR_CONCUSS_KICK 0.02
#define GR_CONCUSS_FIXTIME 0.2
//#define GR_CONCUSS_BUBBLETIME 3
#define GR_ANTIGRAV_AMOUNT 100
#define GR_ANTIGRAV_TIME 3
#define GR_ANTIGRAV_DEC 30
// 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
#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
#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
#define PC_HVYWEAP_GRENADE_INIT_1 5
#define PC_HVYWEAP_GRENADE_INIT_2 2
#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 3
#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
#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)