mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-27 06:22:23 +00:00
1378 lines
48 KiB
C++
1378 lines
48 KiB
C++
//#include "extern.qh"
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#include "options.qh"
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// because I want a boolean type :)
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#define boolean integer
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//
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// constants
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//
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// edict.flags
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#define FL_FLY 1
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#define FL_SWIM 2
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#define FL_CLIENT 8 // set for all client edicts
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#define FL_INWATER 16 // for enter / leave water splash
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#define FL_MONSTER 32
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#define FL_GODMODE 64 // player cheat
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#define FL_NOTARGET 128 // player cheat
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#define FL_ITEM 256 // extra wide size for bonus items
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#define FL_ONGROUND 512 // standing on something
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#define FL_PARTIALGROUND 1024 // not all corners are valid
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#define FL_WATERJUMP 2048 // player jumping out of water
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#define FL_JUMPRELEASED 4096 // for jump debouncing
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// edict.movetype values
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#define MOVETYPE_NONE 0 // never moves
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//#define MOVETYPE_ANGLENOCLIP 1
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//#define MOVETYPE_ANGLECLIP 2
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#define MOVETYPE_WALK 3 // players only
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#define MOVETYPE_STEP 4 // discrete, not real time unless fall
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#define MOVETYPE_FLY 5
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#define MOVETYPE_TOSS 6 // gravity
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#define MOVETYPE_PUSH 7 // no clip to world, push and crush
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#define MOVETYPE_NOCLIP 8
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#define MOVETYPE_FLYMISSILE 9 // fly with extra size against monsters
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#define MOVETYPE_BOUNCE 10
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#define MOVETYPE_BOUNCEMISSILE 11 // bounce with extra size
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// checkmove types
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#define MOVE_NORMAL 0
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#define MOVE_NOMONSTERS 1
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#define MOVE_MISSILE 2
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// edict.solid values
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#define SOLID_NOT 0 // no interaction with other objects
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#define SOLID_TRIGGER 1 // touch on edge, but not blocking
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#define SOLID_BBOX 2 // touch on edge, block
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#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
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#define SOLID_BSP 4 // bsp clip, touch on edge, block
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// range values
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#define RANGE_MELEE 0
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#define RANGE_NEAR 1
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#define RANGE_MID 2
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#define RANGE_FAR 3
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#define RANGE_VERYFAR 4 //- OfN - Used for sentries
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// deadflag values
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#define DEAD_NO 0
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#define DEAD_DYING 1
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#define DEAD_DEAD 2
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#define DEAD_RESPAWNABLE 3
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// takedamage values
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#define DAMAGE_NO 0
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#define DAMAGE_YES 1
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#define DAMAGE_AIM 2
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// items
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#define IT_AXE 4096
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#define IT_SHOTGUN 1
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#define IT_SUPER_SHOTGUN 2
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#define IT_NAILGUN 4
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#define IT_LIGHT_ASSAULT 8
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#define IT_GRENADE_LAUNCHER 16
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#define IT_ROCKET_LAUNCHER 32
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#define IT_LIGHTNING 64
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#define IT_EXTRA_WEAPON 128
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#define IT_SHELLS 256
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#define IT_NAILS 512
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#define IT_ROCKETS 1024
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#define IT_CELLS 2048
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#define IT_ARMOR1 8192
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#define IT_ARMOR2 16384
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#define IT_ARMOR3 32768
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#define IT_SUPERHEALTH 65536
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#define IT_KEY1 131072
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#define IT_KEY2 262144
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#define IT_INVISIBILITY 524288
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#define IT_INVULNERABILITY 1048576
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#define IT_SUIT 2097152
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#define IT_QUAD 4194304
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#define IT_HOOK 8388608
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// point content values
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#define CONTENTS_EMPTY -1
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#define CONTENTS_SOLID -2
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#define CONTENTS_WATER -3
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#define CONTENTS_SLIME -4
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#define CONTENTS_LAVA -5
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#define CONTENTS_SKY -6
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#define STATE_TOP 0
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#define STATE_BOTTOM 1
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#define STATE_UP 2
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#define STATE_DOWN 3
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#define VEC_ORIGIN '0 0 0'
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#define VEC_HULL_MIN '-16 -16 -24'
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#define VEC_HULL_MAX '16 16 32'
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#define VEC_HULL2_MIN '-32 -32 -24'
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#define VEC_HULL2_MAX '32 32 64'
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// protocol bytes
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#define SVC_SETVIEWPORT 5
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#define SVC_SETANGLE 10
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#define SVC_TEMPENTITY 23
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#define SVC_KILLEDMONSTER 27
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#define SVC_FOUNDSECRET 28
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#define SVC_INTERMISSION 30
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#define SVC_FINALE 31
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#define SVC_CDTRACK 32
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#define SVC_SELLSCREEN 33
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#define SVC_SMALLKICK 34
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#define SVC_BIGKICK 35
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#define SVC_MUZZLEFLASH 39
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#define TE_SPIKE 0
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#define TE_SUPERSPIKE 1
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#define TE_GUNSHOT 2
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#define TE_EXPLOSION 3
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#define TE_TAREXPLOSION 4
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#define TE_LIGHTNING1 5
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#define TE_LIGHTNING2 6
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#define TE_WIZSPIKE 7
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#define TE_KNIGHTSPIKE 8
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#define TE_LIGHTNING3 9
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#define TE_LAVASPLASH 10
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#define TE_TELEPORT 11
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#define TE_BLOOD 12
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#define TE_LIGHTNINGBLOOD 13
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// sound channels
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// channel 0 never willingly overrides
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// other channels (1-7) allways override a playing sound on that channel
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#define CHAN_AUTO 0
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#define CHAN_WEAPON 1
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#define CHAN_VOICE 2
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#define CHAN_ITEM 3
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#define CHAN_BODY 4
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#define CHAN_MUSIC 5 //WK For orff.wav
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#define CHAN_MISC 6
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//#define CHAN_MONSTER 7
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#define ATTN_NONE 0
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#define ATTN_NORM 1
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#define ATTN_IDLE 2
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#define ATTN_STATIC 3
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// update types
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#define UPDATE_GENERAL 0
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#define UPDATE_STATIC 1
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#define UPDATE_BINARY 2
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#define UPDATE_TEMP 3
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// entity effects
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#define EF_BRIGHTFIELD 8 //really 1, doesn't exist in quakeworld
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#define EF_MUZZLEFLASH 8 //really 2, doesn't exist in quakeworld
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#define EF_BRIGHTLIGHT 4
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#define EF_DIMLIGHT 8
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#define EF_FLAG1 16
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#define EF_FLAG2 32
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#define EF_BLUE 64
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#define EF_RED 128
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#define EF_ANYGLOW (EF_BRIGHTLIGHT | EF_DIMLIGHT | EF_RED | EF_BLUE)
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float (entity e) EF_GlowColor;
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// network writes. argument to Write*
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#define MSG_ONE 1 // reliable to one (msg_entity)
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#define MSG_ALL 2 // reliable to all
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#define MSG_INIT 3 // write to the init string
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#define MSG_MULTICAST 4 // only those in pvs/phs. see
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// multicast sets below
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// message levels
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#define PRINT_LOW 0.0 // pickup messages
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#define PRINT_MEDIUM 1.0 // death messages
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#define PRINT_HIGH 2.0 // critical messages
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#define PRINT_CHAT 3.0 // also goes to chat console
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// multicast sets. argument to multicast
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#define MULTICAST_ALL 0 // every client
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#define MULTICAST_PHS 1 // within hearing
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#define MULTICAST_PVS 2 // within sight
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#define MULTICAST_ALL_R 3 // every client, reliable
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#define MULTICAST_PHS_R 4 // within hearing, reliable
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#define MULTICAST_PVS_R 5 // within sight, reliable
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#define AS_STRAIGHT 1
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#define AS_SLIDING 2
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#define AS_MELEE 3
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#define AS_MISSILE 4
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#define AS_FIREBALL 5
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#define MAX_HOVER_FUEL 10 //Boots will recharge up to this maximum
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#define CUSTOM_ON_SPAWN 1 //When dead, rebuild
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#define CUSTOM_FINISHED 2 //Normal gameplay
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#define CUSTOM_BUILDING 4 //Making a class
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#define CUSTOM_OVERRIDE 8 //Used internally by menu.qc
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#define CUSTOM_SELLING 16 //Person wants to sell his frags for money
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#define SPENDING_LIMIT 10000 //How much to start with if serverinfo m is not set
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// TeamFortress State Flags
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#define TFSTATE_GRENPRIMED 1 // Whether the player has a primed grenade
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#define TFSTATE_RELOADING 2 // Whether the player is reloading
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#define TFSTATE_CONCUSSIONED 4 // If the person is dizzy and fumbling
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#define TFSTATE_RANDOMPC 8 // Whether Playerclass is random, new one each respawn
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#define TFSTATE_INFECTED 16 // set when player is infected by the bioweapon
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#define TFSTATE_INVINCIBLE 32 // Player has permanent Invincibility (Usually by GoalItem)
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#define TFSTATE_INVISIBLE 64 // Player has permanent Invisibility (Usually by GoalItem)
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#define TFSTATE_QUAD 128 // Player has permanent Quad Damage (Usually by GoalItem)
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#define TFSTATE_RADSUIT 256 // Player has permanent Radsuit (Usually by GoalItem)
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#define TFSTATE_BURNING 512 // Is on fire
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#define TFSTATE_GRENTHROWING 1024 // is throwing a grenade
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#define TFSTATE_AIMING 2048 // is using the laser sight
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#define TFSTATE_ZOOMOFF 4096 // doesn't want the FOV changed when zooming
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#define TFSTATE_RESPAWN_READY 8192 // is waiting for respawn, and has pressed fire
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#define TFSTATE_HALLUCINATING 16384 // set when player is hallucinating
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#define TFSTATE_TRANQUILISED 32768 // set when player is tranquilised
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#define TFSTATE_CANT_MOVE 65536 // set when player is setting a detpack
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//WK
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#define TFSTATE_INSPIRED 131072 // set when chaplan is in their area
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//CH
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#define TFSTATE_RL_LASER 262144 //CH set when aiming laser with rl
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//SB
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#define TFSTATE_C4THROW 524288 // we're priming the detpack
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#define TFSTATE_ASSAULTCANNON 1048576 // we're firing an assault cannon
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#define TFSTATE_DISARMED 2097152 // We've been disarmed.
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// Defines used by TF_T_Damage (see combat.qc)
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#define TF_TD_IGNOREARMOUR 1 // Bypasses the armour of the target
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#define TF_TD_NOTTEAM 2 // Doesn't damage a team member (indicates direct fire weapon)
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#define TF_TD_NOTSELF 4 // Doesn't damage self
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#define TF_TD_OTHER 0 // Ignore armorclass
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#define TF_TD_SHOT 1 // Bullet damage
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#define TF_TD_NAIL 2 // Nail damage
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#define TF_TD_EXPLOSION 4 // Explosion damage
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#define TF_TD_ELECTRICITY 8 // Electric damage
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#define TF_TD_FIRE 16 // Fire damage
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#define TF_TD_NOSOUND 256 // Special damage. Makes no sound/painframe, etc
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//WK 152 Default, must be > 6.
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//#define MOTD_FINISHED 242 //Delay in 1/10th seconds for motd to show
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#define MOTD_FINISHED 150
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/*==================================================*/
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/* Toggleable Game Settings */
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/*==================================================*/
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#define TF_RESPAWNDELAY1 5 // seconds of waiting before player can respawn
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#define TF_RESPAWNDELAY2 10 // seconds of waiting before player can respawn
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#define TF_RESPAWNDELAY3 20 // seconds of waiting before player can respawn
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#define TEAMPLAY_NORMAL 1
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#define TEAMPLAY_HALFDIRECT 2
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#define TEAMPLAY_NODIRECT 4
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#define TEAMPLAY_HALFEXPLOSIVE 8
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#define TEAMPLAY_NOEXPLOSIVE 16
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#define TEAMPLAY_LESSPLAYERSHELP 32
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#define TEAMPLAY_LESSSCOREHELP 64
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#define TEAMPLAY_HALFARMORDIRECT 128
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#define TEAMPLAY_NOARMORDIRECT 256
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#define TEAMPLAY_HALFARMOREXPLOSIVE 512
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#define TEAMPLAY_NOARMOREXPLOSIVE 1024
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#define TEAMPLAY_HALFMIRRORDIRECT 2048
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#define TEAMPLAY_FULLMIRRORDIRECT 4096
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#define TEAMPLAY_HALFMIRROREXPLOSIVE 8192
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#define TEAMPLAY_FULLMIRROREXPLOSIVE 16384
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#define TEAMPLAY_VAMPIRE 32768
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//#define TEAMPLAY_LIGHT_DAMAGE 131072
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// FortressMap stuff
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#define TEAM1_CIVILIANS 1
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#define TEAM2_CIVILIANS 2
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#define TEAM3_CIVILIANS 4
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#define TEAM4_CIVILIANS 8
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// Defines for the playerclass
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#define PC_UNDEFINED 0
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#define PC_SCOUT 1
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#define PC_SNIPER 2
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#define PC_SOLDIER 3
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#define PC_DEMOMAN 4
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#define PC_MEDIC 5
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#define PC_HVYWEAP 6
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#define PC_PYRO 7
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#define PC_SPY 8
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#define PC_ENGINEER 9
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// Insert new class definitions here
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// PC_RANDOM _MUST_ be the third last class WK - Why?
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#define PC_RANDOM 10 // Random playerclass
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#define PC_CUSTOM 11 // WK - THE NEW CLASS BEEEATCH
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#define PC_CIVILIAN 12 // Civilians are a special class. They cannot
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// be chosen by players, only enforced by maps
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#define PC_LASTCLASS 13 // Use this as the high-boundary for any loops
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// through the playerclass.
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/*==================================================*/
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/* Impulse Defines */
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/*==================================================*/
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// *must* be less than 4194304
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#define TF_ALIASVERSION 100
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// Alias check to see whether they already have the aliases
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#define TF_ALIAS_CHECK 13
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// CTF Support Impulses
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#define HOOK_IMP1 22
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#define FLAG_INFO 23
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#define HOOK_IMP2 39
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// Axe
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#define AXE_IMP 40
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// Camera Impulse
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#define TF_CAM_TARGET 50
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#define TF_CAM_ZOOM 51
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#define TF_CAM_ANGLE 52
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#define TF_CAM_VEC 53
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#define TF_CAM_PROJECTILE 54
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#define TF_CAM_PROJECTILE_Z 55
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#define TF_CAM_REVANGLE 56
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#define TF_CAM_OFFSET 57
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#define TF_CAM_DROP 58
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#define TF_CAM_FADETOBLACK 59
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#define TF_CAM_FADEFROMBLACK 60
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#define TF_CAM_FADETOWHITE 61
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#define TF_CAM_FADEFROMWHITE 62
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// Status Bar Resolution Settings. Same as CTF to maintain ease of use.
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#define TF_STATUSBAR_RES_START 71
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#define TF_STATUSBAR_RES_END 81
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// Added to PC_??? to get impulse to use if this clashes with your
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// own impulses, just change this value, not the PC_??
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#define TF_CHANGEPC 100
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// The next few impulses are all the class selections
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//PC_SCOUT 101
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//PC_SNIPER 102
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//PC_SOLDIER 103
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//PC_DEMOMAN 104
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//PC_MEDIC 105
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//PC_HVYWEAP 106
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//PC_PYRO 107
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//PC_RANDOM 108
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//PC_CIVILIAN 109 // Cannot be used
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//PC_SPY 110
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//PC_ENGINEER 111 //Changed, this is Custom now
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// Help impulses
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#define TF_DISPLAYLOCATION 118
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#define TF_STATUS_QUERY 119
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#define TF_CHANGECLASS 120
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#define TF_UNCUSTOM 121
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#define TF_HELP_MAP 131
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// Information impulses
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#define TF_INVENTORY 135
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#define TF_SHOWTF 136
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#define TF_SHOWLEGALCLASSES 137
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// Team Impulses
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#define TF_TEAM_1 140 // Join Team 1
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#define TF_TEAM_2 141 // Join Team 2
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#define TF_TEAM_3 142 // Join Team 3
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#define TF_TEAM_4 143 // Join Team 4
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#define TF_TEAM_CLASSES 144 // Impulse to display team classes
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#define TF_TEAM_SCORES 145 // Impulse to display team scores
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#define TF_TEAM_LIST 146 // Impulse to display the players in each team.
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#define TF_TEAM_ENUM 147 // WK WK
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// Grenade Impulses
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#define TF_GRENADE_1 150 // Prime grenade type 1
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#define TF_GRENADE_2 151 // Prime grenade type 2
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#define TF_GRENADE_T 152 // Throw primed grenade
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// Impulses for new items
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#define TF_SCAN 159 // Scanner Pre-Impulse
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#define TF_SCAN_ENEMY 160 // Impulses to toggle scanning of enemies
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#define TF_SCAN_FRIENDLY 161 // Impulses to toggle scanning of friendlies
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#define TF_SCAN_10 162 // Scan using 10 enery (1 cell)
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#define TF_SCAN_30 163 // Scan using 30 energy (2 cells)
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#define TF_SCAN_100 164 // Scan using 100 energy (5 cells)
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#define TF_DETPACK_5 165 // Detpack set to 5 seconds
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#define TF_DETPACK_20 166 // Detpack set to 20 seconds
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#define TF_DETPACK_50 167 // Detpack set to 50 seconds
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#define TF_DETPACK 168 // Detpack Pre-Impulse
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#define TF_DETPACK_STOP 169 // Impulse to stop setting detpack
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#define TF_PB_DETONATE 170 // Detonate Pipebombs
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// Special skill
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#define TF_SPECIAL_SKILL 171
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// Ammo Drop impulse
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#define TF_DROP_AMMO 172
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// Reload impulse
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#define TF_RELOAD 173
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// auto-zoom toggle
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#define TF_AUTOZOOM 174
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// drop/pass commands
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#define TF_DROPKEY 175
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// Select Medikit
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#define TF_MEDIKIT 176
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// Spy Impulses
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#define TF_SPY_SPY 177 // Bring up spy menu
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#define TF_SPY_DIE 178 // Feign Death
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#define TF_SPY_DIE2 213 //CH sfeign
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// Engineer Impulses
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#define TF_ENGINEER_BUILD 179
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//#define TF_ENGINEER_SANDBAG 180
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// SB new impulses
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//#define BUILD_SENSOR 190
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#define THROW_DETPACK 191
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//#define IMPULSE_INTERFACE 192 // now its a profession
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#define IMPULSE_HOLO 192 //- OfN
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//#define SWITCH_CAMERA 199
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// Medic!!
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#define TF_MEDIC_HELPME 181
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// taunts
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#define TF_TAUNT 203 //WK
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#define TF_TAUNT2 204 //WK
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#define TF_TAUNT3 205 //WK
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#define TF_TAUNT4 206 //WK
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#define TF_TAUNT5 207 //WK
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// Status bar
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#define TF_STATUSBAR_ON 182
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#define TF_STATUSBAR_OFF 183
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// Discard impulse
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#define TF_DISCARD 184
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// ID Player impulse
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#define TF_ID 185
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// WK Sell off frags
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#define TF_SELL 187
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#define TF_SKILL 200
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#define TF_LAY 201 //MegaTFer killer
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#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 20 // 2 repairs
|
|
#define BUILD_SENTRYGUN_REPAIR 40 // 2-ish for l3, 1 for l1 sents
|
|
#define BUILD_TESLA_REPAIR 40 // a lot of repairs for many teslas, 1 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 200
|
|
#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
|
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#define CTF_FLAG2 2
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#define CTF_DROPOFF1 3
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#define CTF_DROPOFF2 4
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#define CTF_SCORE1 5
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#define CTF_SCORE2 6
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/*==================================================*/
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/* Death Message defines */
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/*==================================================*/
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#define DMSG_SHOTGUN 1
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#define DMSG_SSHOTGUN 2
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#define DMSG_NAILGUN 3
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#define DMSG_LIGHT_ASSAULT 4
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#define DMSG_GRENADEL 5
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#define DMSG_ROCKETL 6
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#define DMSG_LIGHTNING 7
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#define DMSG_GREN_HAND 8
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#define DMSG_GREN_NAIL 9
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#define DMSG_GREN_MIRV 10
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#define DMSG_GREN_PIPE 11
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#define DMSG_DETPACK 12
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#define DMSG_BIOWEAPON 13
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#define DMSG_BIOWEAPON_ATT 14
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#define DMSG_FLAME 15
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#define DMSG_DETPACK_DIS 16
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#define DMSG_AXE 17
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#define DMSG_SNIPERRIFLE 18
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#define DMSG_AUTORIFLE 19
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#define DMSG_ASSAULTCANNON 20
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#define DMSG_HOOK 21
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#define DMSG_BACKSTAB 22
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#define DMSG_MEDIKIT 23
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#define DMSG_GREN_GAS 24
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#define DMSG_TRANQ 25
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#define DMSG_LASERBOLT 26
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#define DMSG_SENTRYGUN_BULLET 27
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#define DMSG_SNIPERLEGSHOT 28
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#define DMSG_SNIPERHEADSHOT 29
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#define DMSG_GREN_EMP 30
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#define DMSG_GREN_EMP_AMMO 31
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#define DMSG_SPANNER 32
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#define DMSG_INCENDIARY 33
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#define DMSG_SENTRYGUN_ROCKET 34
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#define DMSG_GREN_FLASH 35
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#define DMSG_TRIGGER 36
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#define DMSG_BUG_ZAPPER 37
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#define DMSG_GREN_FRAG 38
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#define DMSG_JUDOKA 39
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#define DMSG_MARTYR 40
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#define DMSG_HOVER 41 //Boot exhaust!
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#define DMSG_LAND_MINE 42
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#define DMSG_GREN_EMP_RADIUS 43
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#define DMSG_DEMON_FIRE 44
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#define DMSG_BERSERK 45
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#define DMSG_MAUSER 50
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#define DMSG_DAEDALUS 51
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|
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#define DMSG_EXPBODY 52 //- OfN -
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#define DMSG_ANTIHACK 53
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#define DMSG_ANTIDISM 54
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#define DMSG_CYBERNET 55
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#define DMSG_AIRG 56
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#define DMSG_AIRG_WATER 57
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#define DMSG_LASERCANNON 58
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#define DMSG_DISPEL 59
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#define DMSG_CALTROP 60
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#define DMSG_CLUSTER_ROCKET 61
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|
#define DMSG_FLYCALTROP 62
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#define DMSG_SNG 63
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|
#define DMSG_FORCEFIELD 64
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|
#define DMSG_STUCK_FORCEFIELD 65
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|
#define DMSG_SPANNERFIELD 66
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|
#define DMSG_FGTRAP 67
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|
#define DMSG_FF_HACKED 68
|
|
#define DMSG_FF_STUCK_HACKED 69
|
|
#define DMSG_PHYSICS 70
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|
#define DMSG_OUTOFBOUNDS 71
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|
|
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//Defs for objects a spikeshooter can spawn Misc.qc
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|
#define SPAWNFLAG_SUPERSPIKE 1
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#define SPAWNFLAG_LASER 2
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|
//CH add new things a trap can spawn
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|
#define SPAWNFLAG_TFROCKET 4
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|
#define SPAWNFLAG_TFGRENADE 8
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|
#define SPAWNFLAG_TFFLAME 16
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|
|
|
// OfN - Crusader auras
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|
#define AURA_POWER 1
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|
#define AURA_RESISTANCE 2
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|
#define AURA_HASTE 3
|
|
#define AURA_INVIS 4
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|
|
|
#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))
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|
#define MAX(a,b) (((a) > (b)) ? (a) : (b))
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|
#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)
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|
#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)
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