//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. ========= // // The copyright to the contents herein is the property of Charles G. Cleveland. // The contents may be used and/or copied only with the written permission of // Charles G. Cleveland, or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: // // $Workfile: AvHMarineWeaponConstants.h $ // $Date: 2002/11/22 21:28:16 $ // //------------------------------------------------------------------------------- // $Log: AvHMarineWeaponConstants.h,v $ // Revision 1.32 2002/11/22 21:28:16 Flayra // - mp_consistency changes // // Revision 1.31 2002/11/06 01:39:35 Flayra // - Regular update // // Revision 1.30 2002/11/05 06:17:26 Flayra // - Balance changes // // Revision 1.29 2002/10/24 21:33:31 Flayra // - Regular update // // Revision 1.28 2002/10/20 02:36:14 Flayra // - Regular update // // Revision 1.27 2002/10/16 01:01:38 Flayra // - Lowered shotty range // // Revision 1.26 2002/10/07 17:49:31 Flayra // - Shotty balance // // Revision 1.25 2002/10/03 18:58:41 Flayra // - Added heavy view models // - Grenade clip is now 6 instead of 4 // // Revision 1.24 2002/09/23 22:22:39 Flayra // - Regular update // // Revision 1.23 2002/09/09 20:00:02 Flayra // - Balance changes // // Revision 1.22 2002/08/31 18:01:02 Flayra // - Work at VALVe // // Revision 1.20 2002/08/09 01:08:00 Flayra // - Lowered shotgun ROF to match animations // - Constants for shotgun sounds // // Revision 1.19 2002/08/02 21:53:56 Flayra // - Balance // // Revision 1.18 2002/07/28 19:21:28 Flayra // - Balance changes after/during RC4a // // Revision 1.17 2002/07/23 17:13:54 Flayra // - Marine weapons given back their mojo // // Revision 1.16 2002/07/08 17:10:22 Flayra // - Balance tweaks, bullet spread // // Revision 1.15 2002/07/01 22:41:29 Flayra // - Moved grenade damage to a constant // // Revision 1.14 2002/07/01 21:37:50 Flayra // - Balance changes, removed outdated grenade constants // // Revision 1.13 2002/06/25 18:07:13 Flayra // - Updated player animations, balance changes // // Revision 1.12 2002/06/10 19:58:45 Flayra // - MG clip size increased to 50, grenades toned down // // Revision 1.11 2002/06/03 16:51:32 Flayra // - Regular update // // Revision 1.10 2002/05/28 17:53:33 Flayra // - Removed extra knife sounds, tweaked HMG ROF for sound purposes, added marine deploy weapon volume so our sounds are normalized // // Revision 1.9 2002/05/23 02:33:42 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // // Revision 1.10 2002/05/14 19:49:33 Charlie // - Pistol damage tweaked // // Revision 1.9 2002/05/01 02:17:05 Charlie // - Tweaked LMG // //=============================================================================== #ifndef AVHMARINEWEAPONCONSTANTS_H #define AVHMARINEWEAPONCONSTANTS_H #include "mod/AvHBasePlayerWeaponConstants.h" // I would have much preferred they weren't all #defined outside of the class // like this but the precaching issues that assume constant string addresses are getting to be too much. // Knife constants. const int kKNRange = 35; const float kKNXPunch = .75f; #define kKNEventName "events/Knife.sc" #define kKNVModel "models/v_kn.mdl" #define kKNHVVModel "models/v_kn_hv.mdl" #define kKNPModel "models/p_kn.mdl" #define kKNWModel "models/w_kn.mdl" #define kKNAnimExt "knife" #define kKNFireSound1 "weapons/kn-1.wav" #define kKNFireSound2 "weapons/kn-2.wav" #define kKNHitSound1 "weapons/kn-hit-1.wav" #define kKNHitSound2 "weapons/kn-hit-2.wav" #define kKNHitWallSound "weapons/kn-hit-wall.wav" #define kKNDeploySound "weapons/kn-deploy.wav" const int kKNBarrelLength = 15; // Machine gun constants. const int kMGRange = 8192; const float kMGXPunch = 1.8f; #define kMGEjectModel "models/pshell.mdl" #define kMGEventName "events/MachineGun.sc" #define kMGVModel "models/v_mg.mdl" #define kMGHVVModel "models/v_mg_hv.mdl" #define kMGWModel "models/w_mg.mdl" #define kMGPModel "models/p_mg.mdl" #define kMGFireSound1 "weapons/mg-1.wav" #define kMGFireSound2 "weapons/mg-2.wav" #define kMGFireSound3 "weapons/mg-3.wav" #define kMGFireSound4 "weapons/mg-4.wav" #define kMGReloadSound "weapons/g_reload.wav" #define kMGDeploySound "weapons/mg-deploy.wav" const int kMGBarrelLength = 25; #define kMGSpread VECTOR_CONE_4DEGREES // Pistol constants. const int kHGRange = 8192; const float kHGXPunch = 1.8f; #define kHGEjectModel "models/shell.mdl" #define kHGEventName "events/Pistol.sc" #define kHGVModel "models/v_hg.mdl" #define kHGHVVModel "models/v_hg_hv.mdl" #define kHGWModel "models/w_hg.mdl" #define kHGPModel "models/p_hg.mdl" #define kHGFireSound1 "weapons/hg-1.wav" #define kHGFireSound2 "weapons/hg-2.wav" #define kHGFireSound3 "weapons/hg-3.wav" #define kHGFireSound4 "weapons/hg-4.wav" #define kHGReloadSound "weapons/g_reload.wav" #define kHGDeploySound "weapons/hg-deploy.wav" const int kHGBarrelLength = 10; #define kHGSpread VECTOR_CONE_1DEGREES // Sonic/Shot gun constants. const int kSGRange = 700; const float kSGXPunch = .8f; #define kSGEjectModel "models/shotshell.mdl" #define kSGEventName "events/SonicGun.sc" #define kSGVModel "models/v_sg.mdl" #define kSGHVVModel "models/v_sg_hv.mdl" #define kSGWModel "models/w_sg.mdl" #define kSGPModel "models/p_sg.mdl" #define kSGFireSound1 "weapons/sg-1.wav" #define kSGFireSound2 "weapons/sg-2.wav" #define kSGFireSound3 "weapons/sg-3.wav" #define kSGFireSound4 "weapons/sg-4.wav" #define kSGReloadSound "weapons/g_reload.wav" #define kSGCockSound "weapons/sg-cock.wav" #define kSGDeploySound "weapons/sg-deploy.wav" const int kSGBarrelLength = 25; #define kSGSpread VECTOR_CONE_20DEGREES #define kSGMidSpread VECTOR_CONE_8DEGREES #define kSGInnerSpread VECTOR_CONE_3DEGREES // Heavy machine gun const int kHMGRange = 6000; const float kHMGXPunch = 2; #define kHMGEjectModel "models/pshell.mdl" #define kHMGEventName "events/HeavyMachineGun.sc" #define kHMGVModel "models/v_hmg.mdl" #define kHMGHVVModel "models/v_hmg_hv.mdl" #define kHMGWModel "models/w_hmg.mdl" #define kHMGPModel "models/p_hmg.mdl" #define kHMGFireSound1 "weapons/hmg-1.wav" #define kHMGFireSound2 "weapons/hmg-2.wav" #define kHMGFireSound3 "weapons/hmg-3.wav" #define kHMGFireSound4 "weapons/hmg-4.wav" #define kHMGReloadSound "weapons/g_reload.wav" #define kHMGDeploySound "weapons/hmg-deploy.wav" const int kHMGBarrelLength = 25; #define kHMGSpread VECTOR_CONE_8DEGREES // Grenade gun const int kGGRange = 2000; const float kGGXPunch = .6f; #define kGGAmmoModel "models/w_grenade.mdl" #define kGGEjectModel "models/grenade.mdl" #define kGGEventName "events/GrenadeGun.sc" #define kGGVModel "models/v_gg.mdl" #define kGGHVVModel "models/v_gg_hv.mdl" #define kGGWModel "models/w_gg.mdl" #define kGGPModel "models/p_gg.mdl" #define kGrenadeBounceSound1 "weapons/grenade_hit1.wav" #define kGrenadeBounceSound2 "weapons/grenade_hit2.wav" #define kGrenadeBounceSound3 "weapons/grenade_hit3.wav" #define kGGFireSound1 "weapons/gg-1.wav" #define kGGFireSound2 "weapons/gg-2.wav" #define kGGFireSound3 "weapons/gg-3.wav" #define kGGFireSound4 "weapons/gg-4.wav" #define kGGReloadSound "weapons/g_reload.wav" #define kGGDeploySound "weapons/gg-deploy.wav" const int kGGBarrelLength = 25; // Grenade constants. const int kGRRange = 35; const float kGRXPunch = .75f; #define kGREventName "events/Grenade.sc" #define kGRVModel "models/v_gr.mdl" #define kGRHVVModel "models/v_gr_hv.mdl" #define kGRPModel "models/p_gr.mdl" #define kGRWModel "models/w_gr.mdl" #define kGRAnimExt "grenade" #define kGRFireSound1 "weapons/grenade_throw.wav" #define kGRDeploySound "weapons/grenade_draw.wav" #define kGRExplodeSound "weapons/grenade_explode.wav" #define kGRHitSound "weapons/grenade_hit.wav" #define kGRPrimeSound "weapons/grenade_prime.wav" const int kGRBarrelLength = 15; // Misc. const float kDeployMarineWeaponVolume = .3f; #endif