etqw-sdk/base/script/defs.script

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2008-05-29 00:00:00 +00:00
/***********************************************************************
defs.script
This defines some variables needed by the game script.
***********************************************************************/
#ifndef __DOOM_DEFS__
#define __DOOM_DEFS__
#define NULL 0
#define UP -1
#define DOWN -2
#define LEFT -3
#define RIGHT -4
#define FORWARD -5
#define BACK -6
#define REL_UP -7
#define REL_DOWN -8
#define REL_LEFT -9
#define REL_RIGHT -10
#define REL_FORWARD -11
#define REL_BACK -12
#define EAST 0
#define NORTH 90
#define WEST 180
#define SOUTH 270
#define X_AXIS 0
#define Y_AXIS 1
#define Z_AXIS 2
#define YAW 0
#define PITCH 1
#define ROLL 2
#define M_PI 3.14159265358979323846
#define DEG2RAD( a ) ( (a) * (M_PI / 180.0f ) )
#define RAD2DEG( a ) ( (a) * (180.0f / M_PI ) )
#define LIMBO_FORCE_HEALTH -100
//
// Joint modifiers
//
#define JOINTMOD_NONE 0 // no modification
#define JOINTMOD_LOCAL 1 // modifies the joint's position or orientation in joint local space
#define JOINTMOD_LOCAL_OVERRIDE 2 // sets the joint's position or orientation in joint local space
#define JOINTMOD_WORLD 3 // modifies joint's position or orientation in model space
#define JOINTMOD_WORLD_OVERRIDE 4 // sets the joint's position or orientation in model space
#define BIT( num ) ( 1 << ( num ) )
//
// shader parms
//
#define SHADERPARM_RED 0
#define SHADERPARM_GREEN 1
#define SHADERPARM_BLUE 2
#define SHADERPARM_ALPHA 3
#define SHADERPARM_TIMESCALE 3
#define SHADERPARM_TIMEOFFSET 4
#define SHADERPARM_DIVERSITY 5 // random between 0.0 and 1.0 for some effects (muzzle flashes, etc)
#define SHADERPARM_MODE 7 // for selecting which shader passes to enable
#define SHADERPARM_TIME_OF_DEATH 7 // for the monster skin-burn-away effect enable and time offset
//
// Contents flags
//
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_OPAQUE 2 // blocks visibility (for ai)
#define CONTENTS_WATER 4 // used for water
#define CONTENTS_PLAYERCLIP 8 // solid to players
#define CONTENTS_BOTCLIP 16 // solid to monsters
#define CONTENTS_MOVEABLECLIP 32 // solid to moveable entities
#define CONTENTS_IKCLIP 64 // solid to IK
#define CONTENTS_SLIDEMOVER 128 // contains players & vehicles that move like players (with a SlideMove)
#define CONTENTS_BODY 256 // used for actors
#define CONTENTS_PROJECTILE 512 // used for projectiles
#define CONTENTS_CORPSE 1024 // used for dead bodies
#define CONTENTS_RENDERMODEL 2048 // used for render models for collision detection
#define CONTENTS_TRIGGER 4096 // used for triggers
#define CONTENTS_VEHICLECLIP 8192 // solid to vehicles
#define CONTENTS_EXPLOSIONSOLID 16384 // used for selection traces
#define CONTENTS_MONSTER 32768 // monster physics
#define CONTENTS_FORCEFIELD 65536 // these can be hit by projectiles but other things can move through them
#define CONTENTS_SHADOWCOLLISION 131072
#define CONTENTS_CROSSHAIRSOLID 262144
#define CONTENTS_FLYERHIVECLIP 524288 // flyer hive only
//
// content masks
//
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID)
#define MASK_VEHICLESOLID (CONTENTS_SOLID|CONTENTS_VEHICLECLIP|CONTENTS_BODY|CONTENTS_SLIDEMOVER)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY|CONTENTS_SLIDEMOVER)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
#define MASK_WATER (CONTENTS_WATER)
#define MASK_OPAQUE (CONTENTS_OPAQUE)
#define MASK_SHOT_RENDERMODEL (CONTENTS_SOLID|CONTENTS_RENDERMODEL|CONTENTS_FORCEFIELD)
#define MASK_SHOT_BOUNDINGBOX (CONTENTS_SOLID|CONTENTS_BODY)
#define MASK_PROJECTILE (CONTENTS_SOLID|CONTENTS_RENDERMODEL|CONTENTS_PROJECTILE|CONTENTS_FORCEFIELD)
//
// sound shader flags
//
#define SSF_PRIVATE_SOUND 1
#define SSF_ANTI_PRIVATE_SOUND 2
#define SSF_NO_OCCLUSION 4
#define SSF_GLOBAL 8
#define SSF_OMNIDIRECTIONAL 16
#define SSF_LOOPING 32 // scripts shouldn't touch this
#define SSF_PLAY_ONCE 64
#define SSF_UNCLAMPED 128
#define SSF_NO_FLICKER 256
#define SSF_NO_DUPS 512
//
// sound channels
//
// IMPORTANT NOTE: These should be kept in sync with the enum in game_local.h and def/sound.def!!!
#define SND_ANY 0
#define SND_VOICE 1
#define SND_BODY 2
#define SND_DOOR 3
#define SND_ITEM 4
#define SND_MUSIC 5
#define SND_ENGINE_0 10
#define SND_ENGINE_1 11
#define SND_ENGINE_2 12
#define SND_ENGINE_3 13
#define SND_ENGINE_4 14
#define SND_ENGINE_5 15
#define SND_ENGINE_6 16
#define SND_ENGINE_7 17
#define SND_WALKER_LEGS_0 20
#define SND_WALKER_LEGS_1 21
#define SND_WALKER_LEGS_2 22
#define SND_WALKER_LEGS_3 23
#define SND_WALKER_LEGS_4 24
#define SND_WALKER_LEGS_5 25
#define SND_WALKER_LEGS_6 26
#define SND_WALKER_LEGS_7 27
#define SND_PLAYER 50
#define SND_PLAYER_JUMP 51
#define SND_PLAYER_LAND 52
#define SND_PLAYER_HURT 53
#define SND_PLAYER_DEATH 54
#define SND_PLAYER_CHAT 55
#define SND_PLAYER_VO 56
#define SND_PLAYER_VO_MCP_UPDATE 57
#define SND_PLAYER_TARGETLOCK 58
#define SND_PLAYER_TOOLTIP 59
#define SND_PLAYER_FALL 60
#define SND_PLAYER_MOVE 61
#define SND_PLAYER_ALARM 62
#define SND_WEAPON 100
#define SND_WEAPON_BRASS 101
#define SND_WEAPON_FIRE 102
#define SND_WEAPON_FIRE2 103
#define SND_WEAPON_FIRE3 104
#define SND_WEAPON_FIRE_FAR 105
#define SND_WEAPON_FIRE_LOCAL 107
#define SND_WEAPON_RELOAD 108
#define SND_WEAPON_COCK 109
#define SND_WEAPON_RAISE 110
#define SND_WEAPON_LOWER 111
#define SND_WEAPON_SIG 112
#define SND_WEAPON_MECH 113
#define SND_WEAPON_MOVE 114
#define SND_WEAPON_FOLEY 115
#define SND_WEAPON_BOUNCE 116
#define SND_WEAPON_ARM 117
#define SND_WEAPON_DISARM 118
#define SND_WEAPON_REMOVE 119
#define SND_WEAPON_DEPLOY 120
#define SND_WEAPON_IDLE 121
#define SND_WEAPON_MODE 122
#define SND_WEAPON_DRYFIRE 123
#define SND_WEAPON_DEPLOY_ROTATION 124
#define SND_WEAPON_DEPLOY_MISC 125
// ranges of sounds to be played so that samples don't cut each other off in automatic weapons
#define SND_WEAPON_FIRE_NUM 2
#define SND_WEAPON_FIRE_LOCAL_START 126
#define SND_WEAPON_FIRE_LOCAL_END (SND_WEAPON_FIRE_LOCAL_START + SND_WEAPON_FIRE_NUM - 1)
#define SND_VEHICLE 200
#define SND_VEHICLE_IDLE 201
#define SND_VEHICLE_START 202
#define SND_VEHICLE_STOP 203
#define SND_VEHICLE_BRAKE 204
#define SND_VEHICLE_ENTER 205
#define SND_VEHICLE_EXIT 206
#define SND_VEHICLE_POWERUP 207
#define SND_VEHICLE_POWERDOWN 208
#define SND_VEHICLE_DEATH 209
#define SND_VEHICLE_DISABLE 210
#define SND_VEHICLE_OVERDRIVE 211
#define SND_VEHICLE_SKID 212
#define SND_VEHICLE_MISC 213
#define SND_VEHICLE_RADIO 214
#define SND_VEHICLE_ALARM 215
#define SND_VEHICLE_OFFROAD 216
#define SND_VEHICLE_DRIVE 217
#define SND_VEHICLE_DRIVE2 218
#define SND_VEHICLE_DRIVE3 219
#define SND_VEHICLE_DRIVE4 220
#define SND_VEHICLE_DRIVE5 221
#define SND_VEHICLE_WALK 222
#define SND_VEHICLE_WALK2 223
#define SND_VEHICLE_WALK3 224
#define SND_VEHICLE_WALK4 225
#define SND_VEHICLE_WALK5 226
#define SND_VEHICLE_WALK6 227
#define SND_VEHICLE_HORN 228
#define SND_VEHICLE_REV 229
#define SND_VEHICLE_JUMP 230
#define SND_VEHICLE_ZOOM 231
#define SND_VEHICLE_INTERIOR 250
#define SND_VEHICLE_INTERIOR_IDLE 251
#define SND_VEHICLE_INTERIOR_START 252
#define SND_VEHICLE_INTERIOR_STOP 253
#define SND_VEHICLE_INTERIOR_POWERUP 254
#define SND_VEHICLE_INTERIOR_POWERDOWN 255
#define SND_VEHICLE_INTERIOR_OFFROAD 256
#define SND_VEHICLE_INTERIOR_DRIVE 257
#define SND_VEHICLE_INTERIOR_DRIVE2 258
#define SND_VEHICLE_INTERIOR_DRIVE3 259
#define SND_VEHICLE_INTERIOR_DRIVE4 260
#define SND_VEHICLE_INTERIOR_DRIVE5 261
#define SND_VEHICLE_INTERIOR_OVERDRIVE 262
#define SND_VEHICLE_INTERIOR_LOWHEALTH 263
#define SND_DEPLOYABLE 300
#define SND_DEPLOYABLE_BRASS 301
#define SND_DEPLOYABLE_FIRE 302
#define SND_DEPLOYABLE_FIRE2 303
#define SND_DEPLOYABLE_FIRE3 304
#define SND_DEPLOYABLE_FIRE_FAR 305
#define SND_DEPLOYABLE_RELOAD 306
#define SND_DEPLOYABLE_SIG 307
#define SND_DEPLOYABLE_MECH 308
#define SND_DEPLOYABLE_IDLE 309
#define SND_DEPLOYABLE_DEATH 310
#define SND_DEPLOYABLE_DEPLOY 311
#define SND_DEPLOYABLE_DEPLOY2 312
#define SND_DEPLOYABLE_DEPLOY3 313
#define SND_DEPLOYABLE_DEPLOY4 314
#define SND_DEPLOYABLE_DEPLOY5 315
#define SND_DEPLOYABLE_YAW 316
#define SND_DEPLOYABLE_PITCH 317
#define SND_STRUCTURE 400
#define SND_STRUCTURE_IDLE 401
#define SND_STRUCTURE_POWERUP 402
#define SND_STRUCTURE_POWERDOWN 403
#define SND_STRUCTURE_ALARM 404
#define SND_STRUCTURE_DEPLOY 405
#define SND_STRUCTURE_DEPLOY2 406
#define SND_STRUCTURE_DEPLOY3 407
#define SND_STRUCTURE_DEPLOY4 408
#define SND_STRUCTURE_DEPLOY5 409
#define SND_STRUCTURE_SPAWNLOCATION 410
#define SND_STRUCTURE_CAPTUREPOINT 411
#define SND_MOVER 500
#define SND_MOVER_IDLE 501
#define SND_MOVER_POWERUP 502
#define SND_MOVER_POWERDOWN 503
#define SND_MOVER_ALARM 504
#define SND_MOVER_START 505
#define SND_MOVER_MOVE 506
#define SND_MOVER_STOP 507
#define SND_QUICKCHAT_START 1000
//
// animation channels
//
#define ANIMCHANNEL_ALL 0
#define ANIMCHANNEL_TORSO 1
#define ANIMCHANNEL_LEGS 2
#define ANIMCHANNEL_HEAD 3
// structure states
#define SS_BUILT 0
#define SS_DAMAGED 1
#define SS_DISABLED 2
// team status
#define TA_FRIEND 0
#define TA_NEUTRAL 1
#define TA_ENEMY 2
#define TA_FLAG_FRIEND 1
#define TA_FLAG_NEUTRAL 2
#define TA_FLAG_ENEMY 4
//
// projectile states
//
#define PROJECTILE_SPAWNED 0
#define PROJECTILE_CREATED 1
#define PROJECTILE_LAUNCHED 2
#define PROJECTILE_FIZZLED 3
#define PROJECTILE_EXPLODED 4
#define SURF_NODAMAGE 1
#define SURF_SLICK 2
#define SURF_COLLISION 4
#define SURF_LADDER 8
#define SURF_NOIMPACT 16
#define SURF_NOSTEPS 32
#define SURF_DISCRETE 64
#define SURF_NOFRAGMENT 128
#define SURF_NULLNORMAL 256
#define SURF_NONSOLID 512
#define SURF_NOPLANT 1024
#define MPS_DISABLED 0
#define MPS_FIRING_PREPARE 1
#define MPS_FIRING 2
#define MPS_RELOADING 3
#define MPS_READY 4
#define MPS_OUT_OF_RANGE 5
#define MPS_WAITING 6
#define MPS_NONE_ACTIVE 7
#define MPS_NOT_LOCKED 8
#define MPS_LOCKING 9
#define MPS_LOCKED 10
#define MPS_INVALID 11
#define MPS_LOCKED_ROCKETS 12
#define BUTTON_ATTACK 1
#define BUTTON_RUN 2
#define BUTTON_ZOOM 4
#define BUTTON_MODESWITCH 8
#define BUTTON_MLOOKOFF 16
#define BUTTON_SPRINT 32
#define BUTTON_ACTIVATE 64
#define BUTTON_ALTFIRE 128
#define MAX_WORLD_COORD ( 128 * 1024 )
#define MIN_WORLD_COORD ( -128 * 1024 )
#define MAX_WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
#define CI_BAR 0
#define CI_TEXT 1
#define CI_IMAGE 2
#define eachFrame for( 0; 1; sys.waitFrame() )
#define waitUntil( x ) while ( !( x ) ) { sys.waitFrame(); }
#define PK_ATTACK 0
#define PK_RUN 1
#define PK_MODESWITCH 2
#define PK_MOUSELOOKOFF 3
#define PK_SPRINT 4
#define PK_ACTIVATE 5
#define PK_ALTFIRE 6
#define PK_LEANLEFT 7
#define PK_LEANRIGHT 8
#define PK_TOPHAT 9
#define GUI_INVALID 0
#define INVALID_JOINT -1
#define RM_RADAR 1
#define DM_MATERIAL 0
#define DM_CIRCLE 1
#define DM_ARC 2
#define DM_ROTATED_MATERIAL 3
#define DM_TEXT 4
#define DM_CROSSHAIR 5
#define CM_NORMAL 0
#define CM_FRIENDLY 1
#define CM_ALLEGIANCE 2
#define SM_FIXED 0
#define SM_WORLD 1
#define PM_ENTITY 0
#define PM_FIXED 1
#define CMF_TEAMONLY 1
#define CMF_NOADJUST 2
#define CMF_ALWAYSKNOWN 4
#define CMF_ONLYSHOWKNOWN 8
#define CMF_DROPSHADOW 16
#define CMF_ENEMYONLY 32
#define CMF_FOLLOWROTATION 64
#define CMF_ENEMYALWAYSKNOWN 128
#define CMF_ONLYSHOWONFULLVIEW 256
#define CMF_FIRETEAMONLY 512
#define CMF_FIRETEAMKNOWN 1024
#define CMF_FOLLOWREMOTECAMERAORIGIN 2048
#define CMF_PLAYERROTATIONONLY 4096
#define CMF_FIRETEAMCOLORING 8192
#define GUI_GLOBALS_HANDLE -999
#define DR_CLEAR 0
#define DR_WARNING 1
#define DR_FAILED 2
#define DR_CONDITION_FAILED 3
#define DR_OUT_OF_RANGE 4
// action codes
#define AC_NONE 0
#define AC_ARM 1
#define AC_DISARM 2
#define AC_REPAIR 3
#define AC_CONSTRUCT 4
#define AC_CAPTURE 5
#define AC_HACK 6
#define AC_ARM_CHARGE 7
#define AC_DISARM_CHARGE 8
#define AC_POSSESS 9
#define AC_SPAWNHOST 10
#define AC_DISMANTLE 11
#define AC_REVIVE 12
#define AC_LIBERATE 13
#define AC_DISARM_SPAWNHOST 14
// used for sending tooltips
#define AC_ENEMY_REPAIR 20
// activate key codes - used for selecting weapons for activate key actions
// TODO: Possibly merge them with the above? They're similar
#define AK_NONE 0
#define AK_REPAIR 1
#define AK_HACK 2
#define AK_CHARGEARM 3
#define AK_ARM 4
#define AK_CONSTRUCT 5
#define AK_DISGUISE 6
#define AK_SPAWNHOST 7
#define AK_REVIVE 8
#define AK_SPAWNCAP 9
#define AK_BLANK1 10
#define AK_STAB 11
#define AK_USE 12
#define AK_PLANT 13
#define AK_CHARGEDISARM 14
#define AK_DISARM_SPAWNHOST 15
#define AK_USEVEHICLE 16
#define AK_FLYERDRONE 17
#define AK_INWARMUP 20
// animation prefix types
#define AP_WEAPON 0
#define AP_WEAPON_CLASS 1
#define AP_STANCE 2
#define AP_STANCE_ACTION 3
#define AP_CHANNEL_NAME 4
// sdGeneralMover states
#define GMS_MOVING 0
#define GMS_WAITING 1
// locational damage areas
#define LDA_LEGS 0
#define LDA_TORSO 1
#define LDA_HEAD 2
// vehicle kick flags
#define EF_KILL_PLAYERS 1
// vote modes
#define VM_GLOBAL 0
#define VM_TEAM 1
#define VM_PRIVATE 2
#define TARGET_ARTILLERY 0
#define TARGET_ROCKETS 1
#define TARGET_SSM 2
// construction states
#define CSTATE_NONE 0
#define CSTATE_FIRST_PROGRESS 1
#define CSTATE_FIRST 2
#define CSTATE_FIRST_SECOND_PROGRESS 3
#define CSTATE_FIRST_SECOND 4
#define CSTATE_DESTROY 5 // Gordon: special state that will be just CSTATE_NONE, but causes some notification
// game state
#define GS_INACTIVE 0 // not running
#define GS_WARMUP 1 // warming up
#define GS_COUNTDOWN 2 // post warmup pre-game
#define GS_GAMEON 3 // game is on
#define GS_GAMEREVIEW 4 // game is over, scoreboard is up
#define GS_NEXTGAME 5
#define GS_NEXTMAP 6
#define TARGET_LOCK_NOT_LOCKED 0
#define TARGET_LOCK_LOCKING 1
#define TARGET_LOCK_LOCKED 2
#define WAIT_FOR_TOOLTIP while( myPlayer.isToolTipPlaying() || myPlayer.getVehicle() != $null_entity ) { sys.wait( 0.2 ); }
#define CROSSHAIR_INFO_BAR_HEIGHT 6
#define FIRESUPPORT_TIMER_NAME "firesupport_timer"
#define FIRESUPPORT_TIMER_START_NAME "firesupport_start_timer"
#define VEHICLECREDIT_TIMER_NAME "vehiclecredit_timer"
#define OBJECTIVEMESSAGE_WAIT_TIME ( 90.f )
#define TRACER_CHANCE 0
#define TRACER_FORCE 1
#define TRACER_OFF 2
#define DISTANCE_FOR_ACTION 88.0f
#define SPOTTED_FLASH_TIME 5.0f
// gui defines in uicrosshairinfo.h
#define CF_CROSSHAIR 1
#define CF_PLAYER_ICONS 2
#define CF_TASKS 4
#define CF_OBJ_MIS 8
#define CROSSHAIR_TRACE_DIST 8192
// 'interfaces'
object target_marker {
void SetTarget( object traceObject, entity targetEntity, float targetLocked ) { ; }
void SetTargetPosition( vector position ) { ; }
};
object player {
boolean IsSniperScopeUp();
};
//mal: some bot script defines =============================================================================
//mal: bot actions states - these MUST match the defines in BotAI_Actions.h!!
#define ACTION_STATE_NULL -1 //mal: action is dead/deactivated/etc
#define ACTION_STATE_NORMAL 0 //mal: nothing to see here, move along....
#define ACTION_STATE_START_BUILD 1
#define ACTION_STATE_PLANTED 2
#define ACTION_STATE_START_HACK 3
#define ACTION_STATE_OBJ_STOLEN 4
#define ACTION_STATE_DEFUSED 5
#define ACTION_STATE_BUILD_FIZZLED 6
#define ACTION_STATE_HACK_FIZZLED 7
#define ACTION_STATE_OBJ_RETURNED 8
#define ACTION_STATE_OBJ_DROPPED 9
#define ACTION_STATE_FINISH_BUILD 10
#define ACTION_STATE_OBJ_BORN 11
#define ACTION_STATE_OBJ_DELIVERED 12
#define ACTION_STATE_GUN_READY 13
#define ACTION_STATE_GUN_DESTROYED 14
#define ACTION_GOAL_NULL -1
#define ACTION_GOAL_ROAM 0
#define ACTION_GOAL_CAMP 1
#define ACTION_GOAL_DENY_SPAWNPOINT 2
#define ACTION_GOAL_MAJOR_OBJ_BUILD 3
#define ACTION_GOAL_MINOR_OBJ_BUILD 4
#define ACTION_GOAL_PREVENT_BUILD 5
#define ACTION_GOAL_HE_CHARGE 6
#define ACTION_GOAL_DEFUSE 7
#define ACTION_GOAL_HACK 8
#define ACTION_GOAL_PREVENT_HACK 9
#define ACTION_GOAL_STEAL 10
#define ACTION_GOAL_PREVENT_STEAL 11
#define ACTION_GOAL_SNIPE 12
#define ACTION_GOAL_DELIVER 13
#define ACTION_GOAL_LANDMINE 14
#define ACTION_GOAL_FIRESUPPORT 15
#define ACTION_GOAL_AIRCAN_HINT 16
#define ACTION_GOAL_SMOKE_HINT 17
#define ACTION_GOAL_NADE_HINT 18
#define ACTION_GOAL_VEHICLE_CAMP 19
#define ACTION_GOAL_VEHICLE_ROAM 20
#define ACTION_GOAL_SUPPLY_HINT 21
#define ACTION_GOAL_MCP_OUTPOST 22
#define ACTION_GOAL_TELEPORTER_HINT 23
#define ACTION_GOAL_SHIELD_HINT 24
#define ACTION_GOAL_FORWARD_SPAWN 25
#define ACTION_GOAL_PREVENT_DELIVER 26
#define ACTION_GOAL_DROP_DEPLOYABLE 27
#define ACTION_GOAL_MCP_START 28
#define ACTION_GOAL_DEFENSE_CAMP 29
#define ACTION_GOAL_DEFENSE_MINE 30
#define ACTION_GOAL_VEHICLE_GRAB 31
// bot action types
#define ACTION_TYPE_BASE 1
#define ACTION_TYPE_BBOX 2
#define ACTION_TYPE_VEHICLE_PATH 3
#define ACTION_TYPE_TARGET 4
// player class/team types - these MUST match the values in BotAI_Main.h!
#define NOCLASS -1
#define MEDIC 0
#define SOLDIER 1
#define ENGINEER 2
#define FIELDOPS 3
#define COVERTOPS 4
#define NOTEAM -1
#define GDF 0
#define STROGG 1
// some bot weapon values, so that you can have the bots switch weapons thru the script
#define SMG 2 // the assault rifle and Lacerator weapon of each team, available to all classes.
#define ROCKET_LAUNCHER 5 // soldier only weapon
#define HEAVY_MACHINEGUN 6 // ditto
#define SHOTGUN 11 // medics, engineers and soldiers
#define SNIPERRIFLE 15 // covert ops only
#define AAS_PLAYER 0
#define AAS_VEHICLE 1
// end of bot script defines ===========================================================================
// Entity icon defines
// positions
#define EI_CENTER 0
#define EI_ABOVE 1
// color modes
#define EI_NONE 0
#define EI_WHITE 0
#define EI_TEAM 1
#endif