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1384 lines
50 KiB
1384 lines
50 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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****/ |
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#if !defined(__TF_DEFS_H) |
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#define __TF_DEFS_H |
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//=========================================================================== |
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// OLD OPTIONS.QC |
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//=========================================================================== |
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#define DEFAULT_AUTOZOOM FALSE |
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#define WEINER_SNIPER // autoaiming for sniper rifle |
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#define FLAME_MAXWORLDNUM 20 // maximum number of flames in the world. DO NOT PUT BELOW 20. |
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//#define MAX_WORLD_PIPEBOMBS 15 // This is divided between teams - this is the most you should have on a net server |
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#define MAX_PLAYER_PIPEBOMBS 8 // maximum number of pipebombs any 1 player can have active |
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#define MAX_PLAYER_AMMOBOXES 3 // maximum number of ammoboxes any 1 player can have active |
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//#define MAX_WORLD_FLARES 9 // This is the total number of flares allowed in the world at one time |
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//#define MAX_WORLD_AMMOBOXES 20 // This is divided between teams - this is the most you should have on a net server |
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#define GR_TYPE_MIRV_NO 4 // Number of Mirvs a Mirv Grenade breaks into |
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#define GR_TYPE_NAPALM_NO 8 // Number of flames napalm grenade breaks into (unused if net server) |
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#define MEDIKIT_IS_BIOWEAPON // Medikit acts as a bioweapon against enemies |
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#define TEAM_HELP_RATE 60 // used only if teamplay bit 64 (help team with lower score) is set. |
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// 60 is a mild setting, and won't make too much difference |
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// increasing it _decreases_ the amount of help the losing team gets |
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// Minimum setting is 1, which would really help the losing team |
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#define DISPLAY_CLASS_HELP TRUE // Change this to #OFF if you don't want the class help to |
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// appear whenever a player connects |
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#define NEVER_TEAMFRAGS FALSE // teamfrags options always off |
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#define ALWAYS_TEAMFRAGS FALSE // teamfrags options always on |
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#define CHECK_SPEEDS TRUE // makes sure players aren't moving too fast |
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#define SNIPER_RIFLE_RELOAD_TIME 1.5 // seconds |
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#define MAPBRIEFING_MAXTEXTLENGTH 512 |
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#define PLAYER_PUSH_VELOCITY 50 // Players push teammates if they're moving under this speed |
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// Debug Options |
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//#define MAP_DEBUG // Debug for Map code. I suggest running in a hi-res |
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// mode and/or piping the output from the server to a file. |
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#if MAP_DEBUG |
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#define MDEBUG(x) x |
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#else |
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#define MDEBUG(x) |
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#endif |
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//#define VERBOSE // Verbose Debugging on/off |
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//=========================================================================== |
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// OLD QUAKE Defs |
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//=========================================================================== |
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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_SUPER_NAILGUN 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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#define IT_KEY3 16777216 // Stomp invisibility |
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#define IT_KEY4 33554432 // Stomp invulnerability |
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//=========================================================================== |
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// TEAMFORTRESS Defs |
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//=========================================================================== |
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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_ALTKILL 4 // #TRUE if killed with a weapon not in self.weapon: NOT USED ANYMORE |
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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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#define TFSTATE_RESET_FLAMETIME 131072 // set when the player has to have his flames increased in health |
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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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/*==================================================*/ |
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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_HALFDIRECTARMOR 128 |
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#define TEAMPLAY_NODIRECTARMOR 256 |
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#define TEAMPLAY_HALFEXPARMOR 512 |
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#define TEAMPLAY_NOEXPARMOR 1024 |
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#define TEAMPLAY_HALFDIRMIRROR 2048 |
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#define TEAMPLAY_FULLDIRMIRROR 4096 |
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#define TEAMPLAY_HALFEXPMIRROR 8192 |
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#define TEAMPLAY_FULLEXPMIRROR 16384 |
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#define TEAMPLAY_TEAMDAMAGE (TEAMPLAY_NODIRECT | TEAMPLAY_HALFDIRECT | TEAMPLAY_HALFEXPLOSIVE | TEAMPLAY_NOEXPLOSIVE) |
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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 |
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#define PC_RANDOM 10 // Random playerclass |
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#define PC_CIVILIAN 11 // 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 12 // Use this as the high-boundary for any loops |
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// through the playerclass. |
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#define SENTRY_COLOR 10 // will be in the PC_RANDOM slot for team colors |
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// These are just for the scanner |
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#define SCAN_SENTRY 13 |
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#define SCAN_GOALITEM 14 |
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// Values returned by CheckArea |
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enum |
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{ |
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CAREA_CLEAR, |
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CAREA_BLOCKED, |
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CAREA_NOBUILD |
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}; |
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/*==================================================*/ |
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/* Impulse Defines */ |
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/*==================================================*/ |
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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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// Last Weapon impulse |
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#define TF_LAST_WEAPON 69 |
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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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// Clan Messages |
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#define TF_MESSAGE_1 82 |
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#define TF_MESSAGE_2 83 |
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#define TF_MESSAGE_3 84 |
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#define TF_MESSAGE_4 85 |
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#define TF_MESSAGE_5 86 |
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#define TF_CHANGE_CLASS 99 // Bring up the Class Change menu |
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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 |
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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_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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// 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_AUTO_SCAN 159 // Scanner On/Off |
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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_SOUND 162 // Scanner sounds on/off |
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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 // On net, go invisible, on LAN, change skin/color |
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#define TF_SPY_DIE 178 // Feign Death |
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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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// Medic |
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#define TF_MEDIC_HELPME 181 |
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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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// Clan Battle impulses |
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#define TF_SHOWIDS 186 |
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// More Engineer Impulses |
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#define TF_ENGINEER_DETDISP 187 |
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#define TF_ENGINEER_DETSENT 188 |
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// Admin Commands |
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#define TF_ADMIN_DEAL_CYCLE 189 |
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#define TF_ADMIN_KICK 190 |
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#define TF_ADMIN_BAN 191 |
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#define TF_ADMIN_COUNTPLAYERS 192 |
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#define TF_ADMIN_CEASEFIRE 193 |
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// Drop Goal Items |
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#define TF_DROPGOALITEMS 194 |
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// More Admin Commands |
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#define TF_ADMIN_NEXT 195 |
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// More Engineer Impulses |
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#define TF_ENGINEER_DETEXIT 196 |
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#define TF_ENGINEER_DETENTRANCE 197 |
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// Yet MORE Admin Commands |
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#define TF_ADMIN_LISTIPS 198 |
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// Silent Spy Feign |
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#define TF_SPY_SILENTDIE 199 |
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/*==================================================*/ |
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/* Defines for the ENGINEER's Building ability */ |
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/*==================================================*/ |
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// Ammo costs |
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#define AMMO_COST_SHELLS 2 // Metal needed to make 1 shell |
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#define AMMO_COST_NAILS 1 |
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#define AMMO_COST_ROCKETS 2 |
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#define AMMO_COST_CELLS 2 |
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// Building types |
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#define BUILD_DISPENSER 1 |
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#define BUILD_SENTRYGUN 2 |
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#define BUILD_MORTAR 3 |
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#define BUILD_TELEPORTER_ENTRANCE 4 |
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#define BUILD_TELEPORTER_EXIT 5 |
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// Building metal costs |
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#define BUILD_COST_DISPENSER 100 // Metal needed to built |
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#define BUILD_COST_SENTRYGUN 130 |
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#define BUILD_COST_MORTAR 150 |
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#define BUILD_COST_TELEPORTER 125 |
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#define BUILD_COST_SANDBAG 20 // Built with a separate alias |
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// Building times |
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#define BUILD_TIME_DISPENSER 2 // seconds to build |
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#define BUILD_TIME_SENTRYGUN 5 |
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#define BUILD_TIME_MORTAR 5 |
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#define BUILD_TIME_TELEPORTER 4 |
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// Building health levels |
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#define BUILD_HEALTH_DISPENSER 150 // Health of the building |
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#define BUILD_HEALTH_SENTRYGUN 150 |
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#define BUILD_HEALTH_MORTAR 200 |
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#define BUILD_HEALTH_TELEPORTER 80 |
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// Dispenser's maximum carrying capability |
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#define BUILD_DISPENSER_MAX_SHELLS 400 |
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#define BUILD_DISPENSER_MAX_NAILS 600 |
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#define BUILD_DISPENSER_MAX_ROCKETS 300 |
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#define BUILD_DISPENSER_MAX_CELLS 400 |
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#define BUILD_DISPENSER_MAX_ARMOR 500 |
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// Build state sent down to client |
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#define BS_BUILDING (1<<0) |
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#define BS_HAS_DISPENSER (1<<1) |
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#define BS_HAS_SENTRYGUN (1<<2) |
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#define BS_CANB_DISPENSER (1<<3) |
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#define BS_CANB_SENTRYGUN (1<<4) |
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/*==================================================*/ |
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/* Ammo quantities for dropping & dispenser use */ |
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/*==================================================*/ |
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#define DROP_SHELLS 20 |
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#define DROP_NAILS 20 |
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#define DROP_ROCKETS 10 |
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#define DROP_CELLS 10 |
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#define DROP_ARMOR 40 |
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/*==================================================*/ |
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/* Team Defines */ |
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/*==================================================*/ |
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#define TM_MAX_NO 4 // Max number of teams. Simply changing this value isn't enough. |
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// A new global to hold new team colors is needed, and more flags |
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// in the spawnpoint spawnflags may need to be used. |
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// Basically, don't change this unless you know what you're doing :) |
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/*==================================================*/ |
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/* New Weapon Defines */ |
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/*==================================================*/ |
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#define WEAP_HOOK 1 |
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#define WEAP_BIOWEAPON 2 |
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#define WEAP_MEDIKIT 4 |
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#define WEAP_SPANNER 8 |
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#define WEAP_AXE 16 |
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#define WEAP_SNIPER_RIFLE 32 |
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#define WEAP_AUTO_RIFLE 64 |
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#define WEAP_SHOTGUN 128 |
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#define WEAP_SUPER_SHOTGUN 256 |
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#define WEAP_NAILGUN 512 |
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#define WEAP_SUPER_NAILGUN 1024 |
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#define WEAP_GRENADE_LAUNCHER 2048 |
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#define WEAP_FLAMETHROWER 4096 |
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#define WEAP_ROCKET_LAUNCHER 8192 |
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#define WEAP_INCENDIARY 16384 |
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#define WEAP_ASSAULT_CANNON 32768 |
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#define WEAP_LIGHTNING 65536 |
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#define WEAP_DETPACK 131072 |
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#define WEAP_TRANQ 262144 |
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#define WEAP_LASER 524288 |
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// still room for 12 more weapons |
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// but we can remove some by giving the weapons |
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// a weapon mode (like the rifle) |
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// HL-compatible weapon numbers |
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#define WEAPON_HOOK 1 |
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#define WEAPON_BIOWEAPON (WEAPON_HOOK + 1) |
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#define WEAPON_MEDIKIT (WEAPON_HOOK + 2) |
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#define WEAPON_SPANNER (WEAPON_HOOK + 3) |
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#define WEAPON_AXE (WEAPON_HOOK + 4) |
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#define WEAPON_SNIPER_RIFLE (WEAPON_HOOK + 5) |
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#define WEAPON_AUTO_RIFLE (WEAPON_HOOK + 6) |
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#define WEAPON_TF_SHOTGUN (WEAPON_HOOK + 7) |
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#define WEAPON_SUPER_SHOTGUN (WEAPON_HOOK + 8) |
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#define WEAPON_NAILGUN (WEAPON_HOOK + 9) |
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#define WEAPON_SUPER_NAILGUN (WEAPON_HOOK + 10) |
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#define WEAPON_GRENADE_LAUNCHER (WEAPON_HOOK + 11) |
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#define WEAPON_FLAMETHROWER (WEAPON_HOOK + 12) |
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#define WEAPON_ROCKET_LAUNCHER (WEAPON_HOOK + 13) |
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#define WEAPON_INCENDIARY (WEAPON_HOOK + 14) |
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#define WEAPON_ASSAULT_CANNON (WEAPON_HOOK + 16) |
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#define WEAPON_LIGHTNING (WEAPON_HOOK + 17) |
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#define WEAPON_DETPACK (WEAPON_HOOK + 18) |
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#define WEAPON_TRANQ (WEAPON_HOOK + 19) |
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#define WEAPON_LASER (WEAPON_HOOK + 20) |
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#define WEAPON_PIPEBOMB_LAUNCHER (WEAPON_HOOK + 21) |
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#define WEAPON_KNIFE (WEAPON_HOOK + 22) |
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#define WEAPON_BENCHMARK (WEAPON_HOOK + 23) |
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/*==================================================*/ |
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/* New Weapon Related Defines */ |
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/*==================================================*/ |
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// shots per reload |
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#define RE_SHOTGUN 8 |
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#define RE_SUPER_SHOTGUN 16 // 8 shots |
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#define RE_GRENADE_LAUNCHER 6 |
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#define RE_ROCKET_LAUNCHER 4 |
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// reload times |
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#define RE_SHOTGUN_TIME 2 |
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#define RE_SUPER_SHOTGUN_TIME 3 |
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#define RE_GRENADE_LAUNCHER_TIME 4 |
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#define RE_ROCKET_LAUNCHER_TIME 5 |
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// Maximum velocity you can move and fire the Sniper Rifle |
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#define WEAP_SNIPER_RIFLE_MAX_MOVE 50 |
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// Medikit |
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#define WEAP_MEDIKIT_HEAL 200 // Amount medikit heals per hit |
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#define WEAP_MEDIKIT_OVERHEAL 50 // Amount of superhealth over max_health the medikit will dispense |
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// Spanner |
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#define WEAP_SPANNER_REPAIR 10 |
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// Detpack |
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#define WEAP_DETPACK_DISARMTIME 3 // Time it takes to disarm a Detpack |
|
#define WEAP_DETPACK_SETTIME 3 // Time it takes to set a Detpack |
|
#define WEAP_DETPACK_SIZE 700 // Explosion Size |
|
#define WEAP_DETPACK_GOAL_SIZE 1500 // Explosion Size for goal triggering |
|
#define WEAP_DETPACK_BITS_NO 12 // Bits that detpack explodes into |
|
|
|
// Tranquiliser Gun |
|
#define TRANQ_TIME 15 |
|
|
|
// Grenades |
|
#define GR_PRIMETIME 3 |
|
#define GR_CALTROP_PRIME 0.5 |
|
#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_FLARE 6 |
|
#define GR_TYPE_GAS 7 |
|
#define GR_TYPE_EMP 8 |
|
#define GR_TYPE_CALTROP 9 |
|
//#define GR_TYPE_FLASH 10 |
|
|
|
// Defines for WeaponMode |
|
#define GL_NORMAL 0 |
|
#define GL_PIPEBOMB 1 |
|
|
|
// Defines for OLD Concussion Grenade |
|
#define GR_OLD_CONCUSS_TIME 5 |
|
#define GR_OLD_CONCUSS_DEC 20 |
|
|
|
// Defines for Concussion Grenade |
|
#define GR_CONCUSS_TIME 0.25 |
|
#define GR_CONCUSS_DEC 10 |
|
#define MEDIUM_PING 150 |
|
#define HIGH_PING 200 |
|
|
|
// Defines for the Gas Grenade |
|
#define GR_HALLU_TIME 0.3 |
|
#define GR_OLD_HALLU_TIME 0.5 |
|
#define GR_HALLU_DEC 2.5 |
|
|
|
// Defines for the BioInfection |
|
#define BIO_JUMP_RADIUS 128 // The distance the bioinfection can jump between players |
|
|
|
/*==================================================*/ |
|
/* New Items */ |
|
/*==================================================*/ |
|
#define NIT_SCANNER 1 |
|
|
|
#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_SOUND 4 // Motion detection. Only report moving entities. |
|
|
|
/*==================================================*/ |
|
/* New Item Related Defines */ |
|
/*==================================================*/ |
|
#define NIT_SCANNER_POWER 25 // 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 |
|
|
|
/*==================================================*/ |
|
/* Variables used for New Weapons and Reloading */ |
|
/*==================================================*/ |
|
// Armor Classes : Bitfields. Use the "armorclass" of armor for the Armor Type. |
|
#define AT_SAVESHOT 1 // Kevlar : Reduces bullet damage by 15% |
|
#define AT_SAVENAIL 2 // Wood :) : Reduces nail damage by 15% |
|
#define AT_SAVEEXPLOSION 4 // Blast : Reduces explosion damage by 15% |
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#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 400 // Maximum movement speed |
|
#define PC_SCOUT_MAXSTRAFESPEED 400 // 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_SAVENAIL <-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 |
|
#define PC_SCOUT_MAXAMMO_SHOT 50 // Maximum amount of shot ammo this class can carry |
|
#define PC_SCOUT_MAXAMMO_NAIL 200 // 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_CALTROP // <- 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 2 // Number of grenades of Type 1 this class has when respawned |
|
#define PC_SCOUT_GRENADE_INIT_2 3 // Number of grenades of Type 2 this class has when respawned |
|
#define PC_SCOUT_TF_ITEMS NIT_SCANNER // <- TeamFortress Items this class has |
|
|
|
#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 |
|
#define PC_SCOUT_SCAN_TIME 2 // # of seconds between each scan pulse |
|
#define PC_SCOUT_SCAN_RANGE 100 // Default scanner range |
|
#define PC_SCOUT_SCAN_COST 2 // Default scanner cell useage per scan |
|
|
|
// Class Details for SNIPER |
|
#define PC_SNIPER_SKIN 5 |
|
#define PC_SNIPER_MAXHEALTH 90 |
|
#define PC_SNIPER_MAXSPEED 300 |
|
#define PC_SNIPER_MAXSTRAFESPEED 300 |
|
#define PC_SNIPER_MAXARMOR 50 |
|
#define PC_SNIPER_INITARMOR 0 |
|
#define PC_SNIPER_MAXARMORTYPE 0.3 |
|
#define PC_SNIPER_INITARMORTYPE 0.3 |
|
#define PC_SNIPER_ARMORCLASSES 3 // #AT_SAVESHOT | #AT_SAVENAIL |
|
#define PC_SNIPER_INITARMORCLASS 0 |
|
#define PC_SNIPER_WEAPONS WEAP_SNIPER_RIFLE | WEAP_AUTO_RIFLE | WEAP_AXE | WEAP_NAILGUN |
|
#define PC_SNIPER_MAXAMMO_SHOT 75 |
|
#define PC_SNIPER_MAXAMMO_NAIL 100 |
|
#define PC_SNIPER_MAXAMMO_CELL 50 |
|
#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_NORMAL |
|
#define PC_SNIPER_GRENADE_TYPE_2 GR_TYPE_NONE |
|
#define PC_SNIPER_GRENADE_INIT_1 2 |
|
#define PC_SNIPER_GRENADE_INIT_2 0 |
|
#define PC_SNIPER_TF_ITEMS 0 |
|
|
|
// Class Details for SOLDIER |
|
#define PC_SOLDIER_SKIN 6 |
|
#define PC_SOLDIER_MAXHEALTH 100 |
|
#define PC_SOLDIER_MAXSPEED 240 |
|
#define PC_SOLDIER_MAXSTRAFESPEED 240 |
|
#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 50 |
|
#define PC_SOLDIER_INITAMMO_SHOT 50 |
|
#define PC_SOLDIER_INITAMMO_NAIL 0 |
|
#define PC_SOLDIER_INITAMMO_CELL 0 |
|
#define PC_SOLDIER_INITAMMO_ROCKET 10 |
|
#define PC_SOLDIER_GRENADE_TYPE_1 GR_TYPE_NORMAL |
|
#define PC_SOLDIER_GRENADE_TYPE_2 GR_TYPE_NAIL |
|
#define PC_SOLDIER_GRENADE_INIT_1 2 |
|
#define PC_SOLDIER_GRENADE_INIT_2 1 |
|
#define PC_SOLDIER_TF_ITEMS 0 |
|
|
|
#define MAX_NAIL_GRENS 2 // Can only have 2 Nail grens active |
|
#define MAX_NAPALM_GRENS 2 // Can only have 2 Napalm grens active |
|
#define MAX_GAS_GRENS 2 // Can only have 2 Gas grenades active |
|
#define MAX_MIRV_GRENS 2 // Can only have 2 Mirv's |
|
#define MAX_CONCUSSION_GRENS 3 |
|
#define MAX_CALTROP_CANS 3 |
|
|
|
// Class Details for DEMOLITION MAN |
|
#define PC_DEMOMAN_SKIN 1 |
|
#define PC_DEMOMAN_MAXHEALTH 90 |
|
#define PC_DEMOMAN_MAXSPEED 280 |
|
#define PC_DEMOMAN_MAXSTRAFESPEED 280 |
|
#define PC_DEMOMAN_MAXARMOR 120 |
|
#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 |
|
#define PC_DEMOMAN_WEAPONS WEAP_AXE | WEAP_SHOTGUN | WEAP_GRENADE_LAUNCHER | WEAP_DETPACK |
|
#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 1 |
|
#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 2 |
|
#define PC_DEMOMAN_GRENADE_INIT_2 2 |
|
#define PC_DEMOMAN_TF_ITEMS 0 |
|
|
|
// Class Details for COMBAT MEDIC |
|
#define PC_MEDIC_SKIN 3 |
|
#define PC_MEDIC_MAXHEALTH 90 |
|
#define PC_MEDIC_MAXSPEED 320 |
|
#define PC_MEDIC_MAXSTRAFESPEED 320 |
|
#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_BIOWEAPON | WEAP_MEDIKIT | WEAP_SHOTGUN | WEAP_SUPER_SHOTGUN | WEAP_SUPER_NAILGUN |
|
#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_CONCUSSION |
|
#define PC_MEDIC_GRENADE_INIT_1 2 |
|
#define PC_MEDIC_GRENADE_INIT_2 2 |
|
#define PC_MEDIC_TF_ITEMS 0 |
|
#define PC_MEDIC_REGEN_TIME 3 // Number of seconds between each regen. |
|
#define PC_MEDIC_REGEN_AMOUNT 2 // Amount of health regenerated each regen. |
|
|
|
// Class Details for HVYWEAP |
|
#define PC_HVYWEAP_SKIN 2 |
|
#define PC_HVYWEAP_MAXHEALTH 100 |
|
#define PC_HVYWEAP_MAXSPEED 230 |
|
#define PC_HVYWEAP_MAXSTRAFESPEED 230 |
|
#define PC_HVYWEAP_MAXARMOR 300 |
|
#define PC_HVYWEAP_INITARMOR 150 |
|
#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 30 |
|
#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 2 |
|
#define PC_HVYWEAP_GRENADE_INIT_2 1 |
|
#define PC_HVYWEAP_TF_ITEMS 0 |
|
#define PC_HVYWEAP_CELL_USAGE 7 // Amount of cells spent to power up assault cannon |
|
|
|
|
|
|
|
// Class Details for PYRO |
|
#define PC_PYRO_SKIN 21 |
|
#define PC_PYRO_MAXHEALTH 100 |
|
#define PC_PYRO_MAXSPEED 300 |
|
#define PC_PYRO_MAXSTRAFESPEED 300 |
|
#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 20 |
|
#define PC_PYRO_INITAMMO_SHOT 20 |
|
#define PC_PYRO_INITAMMO_NAIL 0 |
|
#define PC_PYRO_INITAMMO_CELL 120 |
|
#define PC_PYRO_INITAMMO_ROCKET 5 |
|
#define PC_PYRO_GRENADE_TYPE_1 GR_TYPE_NORMAL |
|
#define PC_PYRO_GRENADE_TYPE_2 GR_TYPE_NAPALM |
|
#define PC_PYRO_GRENADE_INIT_1 2 |
|
#define PC_PYRO_GRENADE_INIT_2 4 |
|
#define PC_PYRO_TF_ITEMS 0 |
|
#define PC_PYRO_ROCKET_USAGE 3 // Number of rockets per incendiary cannon shot |
|
|
|
// Class Details for SPY |
|
#define PC_SPY_SKIN 22 |
|
#define PC_SPY_MAXHEALTH 90 |
|
#define PC_SPY_MAXSPEED 300 |
|
#define PC_SPY_MAXSTRAFESPEED 300 |
|
#define PC_SPY_MAXARMOR 100 |
|
#define PC_SPY_INITARMOR 25 |
|
#define PC_SPY_MAXARMORTYPE 0.6 // Was 0.3 |
|
#define PC_SPY_INITARMORTYPE 0.6 // Was 0.3 |
|
#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 100 |
|
#define PC_SPY_MAXAMMO_CELL 30 |
|
#define PC_SPY_MAXAMMO_ROCKET 15 |
|
#define PC_SPY_INITAMMO_SHOT 40 |
|
#define PC_SPY_INITAMMO_NAIL 50 |
|
#define PC_SPY_INITAMMO_CELL 10 |
|
#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 2 |
|
#define PC_SPY_GRENADE_INIT_2 2 |
|
#define PC_SPY_TF_ITEMS 0 |
|
#define PC_SPY_CELL_REGEN_TIME 5 |
|
#define PC_SPY_CELL_REGEN_AMOUNT 1 |
|
#define PC_SPY_CELL_USAGE 3 // Amount of cells spent while invisible |
|
#define PC_SPY_GO_UNDERCOVER_TIME 4 // Time it takes to go undercover |
|
|
|
// Class Details for ENGINEER |
|
#define PC_ENGINEER_SKIN 22 // Not used anymore |
|
#define PC_ENGINEER_MAXHEALTH 80 |
|
#define PC_ENGINEER_MAXSPEED 300 |
|
#define PC_ENGINEER_MAXSTRAFESPEED 300 |
|
#define PC_ENGINEER_MAXARMOR 50 |
|
#define PC_ENGINEER_INITARMOR 25 |
|
#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 50 |
|
#define PC_ENGINEER_MAXAMMO_NAIL 50 |
|
#define PC_ENGINEER_MAXAMMO_CELL 200 // synonymous with metal |
|
#define PC_ENGINEER_MAXAMMO_ROCKET 30 |
|
#define PC_ENGINEER_INITAMMO_SHOT 20 |
|
#define PC_ENGINEER_INITAMMO_NAIL 25 |
|
#define PC_ENGINEER_INITAMMO_CELL 100 // 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 2 |
|
#define PC_ENGINEER_GRENADE_INIT_2 2 |
|
#define PC_ENGINEER_TF_ITEMS 0 |
|
|
|
// Class Details for CIVILIAN |
|
#define PC_CIVILIAN_SKIN 22 |
|
#define PC_CIVILIAN_MAXHEALTH 50 |
|
#define PC_CIVILIAN_MAXSPEED 240 |
|
#define PC_CIVILIAN_MAXSTRAFESPEED 240 |
|
#define PC_CIVILIAN_MAXARMOR 0 |
|
#define PC_CIVILIAN_INITARMOR 0 |
|
#define PC_CIVILIAN_MAXARMORTYPE 0 |
|
#define PC_CIVILIAN_INITARMORTYPE 0 |
|
#define PC_CIVILIAN_ARMORCLASSES 0 |
|
#define PC_CIVILIAN_INITARMORCLASS 0 |
|
#define PC_CIVILIAN_WEAPONS WEAP_AXE |
|
#define PC_CIVILIAN_MAXAMMO_SHOT 0 |
|
#define PC_CIVILIAN_MAXAMMO_NAIL 0 |
|
#define PC_CIVILIAN_MAXAMMO_CELL 0 |
|
#define PC_CIVILIAN_MAXAMMO_ROCKET 0 |
|
#define PC_CIVILIAN_INITAMMO_SHOT 0 |
|
#define PC_CIVILIAN_INITAMMO_NAIL 0 |
|
#define PC_CIVILIAN_INITAMMO_CELL 0 |
|
#define PC_CIVILIAN_INITAMMO_ROCKET 0 |
|
#define PC_CIVILIAN_GRENADE_TYPE_1 0 |
|
#define PC_CIVILIAN_GRENADE_TYPE_2 0 |
|
#define PC_CIVILIAN_GRENADE_INIT_1 0 |
|
#define PC_CIVILIAN_GRENADE_INIT_2 0 |
|
#define PC_CIVILIAN_TF_ITEMS 0 |
|
|
|
|
|
/*==========================================================================*/ |
|
/* 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 |
|
#define TFGA_DROPTOGROUND 2048 // Drop to Ground when spawning |
|
|
|
// 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 |
|
|
|
// 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_FORCE_RESPAWN 32 // Forces the player to teleport to a respawn point |
|
#define TFGR_DESTROY_BUILDINGS 64 // Destroys this player's buildings, if anys |
|
|
|
// 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_DROPTOGROUND 2048 // Drop To Ground when spawning |
|
#define TFGI_CANBEDROPPED 4096 // Can be voluntarily dropped by players |
|
#define TFGI_SOLID 8192 // Is solid... blocks bullets, etc |
|
|
|
// Defines for methods of GoalItem returning |
|
#define GI_RET_DROP_DEAD 0 // Dropped by a dead player |
|
#define GI_RET_DROP_LIVING 1 // Dropped by a living player |
|
#define GI_RET_GOAL 2 // Returned by a Goal |
|
#define GI_RET_TIME 3 // Returned due to timeout |
|
|
|
// 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 |
|
|
|
// Defines for GoalItem Removing from Player Methods |
|
#define GI_DROP_PLAYERDEATH 0 // Dropped by a dying player |
|
#define GI_DROP_REMOVEGOAL 1 // Removed by a Goal |
|
#define GI_DROP_PLAYERDROP 2 // Dropped by a player |
|
|
|
// 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 |
|
|
|
// Addition classes |
|
#define CLASS_TFGOAL 128 |
|
#define CLASS_TFGOAL_TIMER 129 |
|
#define CLASS_TFGOAL_ITEM 130 |
|
#define CLASS_TFSPAWN 131 |
|
|
|
/*==========================================================================*/ |
|
/* Flamethrower */ |
|
/*==========================================================================*/ |
|
#define FLAME_PLYRMAXTIME 5.0 // lifetime in seconds 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 |
|
#define FLAME_DAMAGE_TIME 1 // Interval between damage burns from flames |
|
#define FLAME_EFFECT_TIME 0.2 // frequency at which we display flame effects. |
|
#define FLAME_THINK_TIME 0.1 // Seconds between times the flame checks burn |
|
#define PER_FLAME_DAMAGE 2 // Damage taken per second per flame by burning players |
|
|
|
/*==================================================*/ |
|
/* CTF Support defines */ |
|
/*==================================================*/ |
|
#define CTF_FLAG1 1 |
|
#define CTF_FLAG2 2 |
|
#define CTF_DROPOFF1 3 |
|
#define CTF_DROPOFF2 4 |
|
#define CTF_SCORE1 5 |
|
#define CTF_SCORE2 6 |
|
|
|
//.float hook_out; |
|
|
|
/*==================================================*/ |
|
/* Camera defines */ |
|
/*==================================================*/ |
|
/* |
|
float live_camera; |
|
.float camdist; |
|
.vector camangle; |
|
.entity camera_list; |
|
*/ |
|
|
|
/*==================================================*/ |
|
/* QuakeWorld defines */ |
|
/*==================================================*/ |
|
/* |
|
float already_chosen_map; |
|
|
|
// grappling hook variables |
|
.entity hook; |
|
.float on_hook; |
|
.float fire_held_down;// flag - TRUE if player is still holding down the |
|
// fire button after throwing a hook. |
|
*/ |
|
/*==================================================*/ |
|
/* Server Settings */ |
|
/*==================================================*/ |
|
// Admin modes |
|
#define ADMIN_MODE_NONE 0 |
|
#define ADMIN_MODE_DEAL 1 |
|
|
|
/*==================================================*/ |
|
/* Death Message defines */ |
|
/*==================================================*/ |
|
#define DMSG_SHOTGUN 1 |
|
#define DMSG_SSHOTGUN 2 |
|
#define DMSG_NAILGUN 3 |
|
#define DMSG_SNAILGUN 4 |
|
#define DMSG_GRENADEL 5 |
|
#define DMSG_ROCKETL 6 |
|
#define DMSG_LIGHTNING 7 |
|
#define DMSG_GREN_HAND 8 |
|
#define DMSG_GREN_NAIL 9 |
|
#define DMSG_GREN_MIRV 10 |
|
#define DMSG_GREN_PIPE 11 |
|
#define DMSG_DETPACK 12 |
|
#define DMSG_BIOWEAPON 13 |
|
#define DMSG_BIOWEAPON_ATT 14 |
|
#define DMSG_FLAME 15 |
|
#define DMSG_DETPACK_DIS 16 |
|
#define DMSG_AXE 17 |
|
#define DMSG_SNIPERRIFLE 18 |
|
#define DMSG_AUTORIFLE 19 |
|
#define DMSG_ASSAULTCANNON 20 |
|
#define DMSG_HOOK 21 |
|
#define DMSG_BACKSTAB 22 |
|
#define DMSG_MEDIKIT 23 |
|
#define DMSG_GREN_GAS 24 |
|
#define DMSG_TRANQ 25 |
|
#define DMSG_LASERBOLT 26 |
|
#define DMSG_SENTRYGUN_BULLET 27 |
|
#define DMSG_SNIPERLEGSHOT 28 |
|
#define DMSG_SNIPERHEADSHOT 29 |
|
#define DMSG_GREN_EMP 30 |
|
#define DMSG_GREN_EMP_AMMO 31 |
|
#define DMSG_SPANNER 32 |
|
#define DMSG_INCENDIARY 33 |
|
#define DMSG_SENTRYGUN_ROCKET 34 |
|
#define DMSG_GREN_FLASH 35 |
|
#define DMSG_TRIGGER 36 |
|
#define DMSG_MIRROR 37 |
|
#define DMSG_SENTRYDEATH 38 |
|
#define DMSG_DISPENSERDEATH 39 |
|
#define DMSG_GREN_AIRPIPE 40 |
|
#define DMSG_CALTROP 41 |
|
|
|
/*==================================================*/ |
|
// TOGGLEFLAGS |
|
/*==================================================*/ |
|
// Some of the toggleflags aren't used anymore, but the bits are still |
|
// there to provide compatability with old maps |
|
#define TFLAG_CLASS_PERSIST (1 << 0) // Persistent Classes Bit |
|
#define TFLAG_CHEATCHECK (1 << 1) // Cheatchecking Bit |
|
#define TFLAG_RESPAWNDELAY (1 << 2) // RespawnDelay bit |
|
//#define TFLAG_UN (1 << 3) // NOT USED ANYMORE |
|
#define TFLAG_OLD_GRENS (1 << 3) // Use old concussion grenade and flash grenade |
|
#define TFLAG_UN2 (1 << 4) // NOT USED ANYMORE |
|
#define TFLAG_UN3 (1 << 5) // NOT USED ANYMORE |
|
#define TFLAG_UN4 (1 << 6) // NOT USED ANYMORE: Was Autoteam. CVAR tfc_autoteam used now. |
|
#define TFLAG_TEAMFRAGS (1 << 7) // Individual Frags, or Frags = TeamScore |
|
#define TFLAG_FIRSTENTRY (1 << 8) // Used to determine the first time toggleflags is set |
|
// In a map. Cannot be toggled by players. |
|
#define TFLAG_SPYINVIS (1 << 9) // Spy invisible only |
|
#define TFLAG_GRAPPLE (1 << 10) // Grapple on/off |
|
//#define TFLAG_FULLTEAMSCORE (1 << 11) // Each Team's score is TeamScore + Frags |
|
#define TFLAG_FLAGEMULATION (1 << 12) // Flag emulation on for old TF maps |
|
#define TFLAG_USE_STANDARD (1 << 13) // Use the TF War standard for Flag emulation |
|
|
|
#define TFLAG_FRAGSCORING (1 << 14) // Use frag scoring only |
|
|
|
/*======================*/ |
|
// Menu stuff // |
|
/*======================*/ |
|
|
|
#define MENU_DEFAULT 1 |
|
#define MENU_TEAM 2 |
|
#define MENU_CLASS 3 |
|
#define MENU_MAPBRIEFING 4 |
|
#define MENU_INTRO 5 |
|
#define MENU_CLASSHELP 6 |
|
#define MENU_CLASSHELP2 7 |
|
#define MENU_REPEATHELP 8 |
|
|
|
#define MENU_SPECHELP 9 |
|
|
|
|
|
#define MENU_SPY 12 |
|
#define MENU_SPY_SKIN 13 |
|
#define MENU_SPY_COLOR 14 |
|
#define MENU_ENGINEER 15 |
|
#define MENU_ENGINEER_FIX_DISPENSER 16 |
|
#define MENU_ENGINEER_FIX_SENTRYGUN 17 |
|
#define MENU_ENGINEER_FIX_MORTAR 18 |
|
#define MENU_DISPENSER 19 |
|
#define MENU_CLASS_CHANGE 20 |
|
#define MENU_TEAM_CHANGE 21 |
|
|
|
#define MENU_REFRESH_RATE 25 |
|
|
|
#define MENU_VOICETWEAK 50 |
|
|
|
//============================ |
|
// Timer Types |
|
#define TF_TIMER_ANY 0 |
|
#define TF_TIMER_CONCUSSION 1 |
|
#define TF_TIMER_INFECTION 2 |
|
#define TF_TIMER_HALLUCINATION 3 |
|
#define TF_TIMER_TRANQUILISATION 4 |
|
#define TF_TIMER_ROTHEALTH 5 |
|
#define TF_TIMER_REGENERATION 6 |
|
#define TF_TIMER_GRENPRIME 7 |
|
#define TF_TIMER_CELLREGENERATION 8 |
|
#define TF_TIMER_DETPACKSET 9 |
|
#define TF_TIMER_DETPACKDISARM 10 |
|
#define TF_TIMER_BUILD 11 |
|
#define TF_TIMER_CHECKBUILDDISTANCE 12 |
|
#define TF_TIMER_DISGUISE 13 |
|
#define TF_TIMER_DISPENSERREFILL 14 |
|
|
|
// Non Player timers |
|
#define TF_TIMER_RETURNITEM 100 |
|
#define TF_TIMER_DELAYEDGOAL 101 |
|
#define TF_TIMER_ENDROUND 102 |
|
|
|
//============================ |
|
// Teamscore printing |
|
#define TS_PRINT_SHORT 1 |
|
#define TS_PRINT_LONG 2 |
|
#define TS_PRINT_LONG_TO_ALL 3 |
|
|
|
#if !defined(TF_DEFS_ONLY) |
|
|
|
typedef struct |
|
{ |
|
int topColor; |
|
int bottomColor; |
|
} team_color_t; |
|
|
|
|
|
/*==================================================*/ |
|
/* GLOBAL VARIABLES */ |
|
/*==================================================*/ |
|
// FortressMap stuff |
|
extern float number_of_teams; // number of teams supported by the map |
|
extern int illegalclasses[5]; // Illegal playerclasses for all teams |
|
extern int civilianteams; // Bitfield holding Civilian teams |
|
extern Vector rgbcolors[5]; // RGB colors for each of the 4 teams |
|
|
|
extern team_color_t teamcolors[5][PC_LASTCLASS]; // Colors for each of the 4 teams |
|
|
|
extern int teamscores[5]; // Goal Score of each team |
|
extern int g_iOrderedTeams[5]; // Teams ordered into order of winners->losers |
|
extern int teamfrags[5]; // Total Frags for each team |
|
extern int teamlives[5]; // Number of lives each team's players have |
|
extern int teammaxplayers[5]; // Max number of players allowed in each team |
|
extern float teamadvantage[5]; // only used if the teamplay equalisation bits are set |
|
// stores the damage ratio players take/give |
|
extern int teamallies[5]; // Keeps track of which teams are allied |
|
extern string_t team_names[5]; |
|
|
|
extern BOOL CTF_Map; |
|
extern BOOL birthday; |
|
extern BOOL christmas; |
|
|
|
extern float num_world_flames; |
|
|
|
// Clan Battle stuff |
|
extern float clan_scores_dumped; |
|
extern float cb_prematch_time; |
|
extern float fOldPrematch; |
|
extern float fOldCeaseFire; |
|
extern float cb_ceasefire_time; |
|
extern float last_id; |
|
extern float spy_off; |
|
extern float old_grens; |
|
extern float flagem_checked; |
|
extern float flNextEqualisationCalc; |
|
extern BOOL cease_fire; |
|
extern BOOL no_cease_fire_text; |
|
extern BOOL initial_cease_fire; |
|
extern BOOL last_cease_fire; |
|
// Autokick stuff |
|
extern float autokick_kills; |
|
|
|
extern float deathmsg; // Global, which is set before every T_Damage, to indicate |
|
// the death message that should be used. |
|
|
|
extern char *sTeamSpawnNames[]; |
|
extern char *sClassNames[]; |
|
extern char *sNewClassModelFiles[]; |
|
extern char *sOldClassModelFiles[]; |
|
extern char *sClassModels[]; |
|
extern char *sClassCfgs[]; |
|
extern char *sGrenadeNames[]; |
|
extern string_t team_menu_string; |
|
|
|
extern int toggleflags; // toggleable flags |
|
|
|
extern CBaseEntity* g_pLastSpawns[5]; |
|
extern BOOL g_bFirstClient; |
|
|
|
extern float g_fNextPrematchAlert; |
|
|
|
typedef struct |
|
{ |
|
int ip; |
|
edict_t *pEdict; |
|
} ip_storage_t; |
|
|
|
extern ip_storage_t g_IpStorage[32]; |
|
|
|
class CGhost; |
|
/*==========================================================================*/ |
|
BOOL ClassIsRestricted(float tno, int pc); |
|
char* GetTeamName(int tno); |
|
int TeamFortress_GetNoPlayers(); |
|
void DestroyBuilding(CBaseEntity *eng, char *bld); |
|
void teamsprint( int tno, CBaseEntity *ignore, int msg_dest, const char *st, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL ); |
|
float anglemod( float v ); |
|
|
|
// Team Funcs |
|
BOOL TeamFortress_TeamIsCivilian(float tno); |
|
void TeamFortress_TeamShowScores(BOOL bLong, CBasePlayer *pPlayer); |
|
BOOL TeamFortress_TeamPutPlayerInTeam(); |
|
void TeamFortress_TeamSetColor(int tno); |
|
void TeamFortress_TeamIncreaseScore(int tno, int scoretoadd); |
|
int TeamFortress_TeamGetScoreFrags(int tno); |
|
int TeamFortress_TeamGetNoPlayers(int tno); |
|
float TeamEqualiseDamage(CBaseEntity *targ, CBaseEntity *attacker, float damage); |
|
BOOL IsSpawnPointValid( Vector &pos ); |
|
BOOL TeamFortress_SortTeams( void ); |
|
void DumpClanScores( void ); |
|
void CalculateTeamEqualiser(); |
|
|
|
// mapscript funcs |
|
void ParseTFServerSettings(); |
|
void ParseTFMapSettings(); |
|
CBaseEntity* Finditem(int ino); |
|
CBaseEntity* Findgoal(int gno); |
|
CBaseEntity* Findteamspawn(int gno); |
|
void RemoveGoal(CBaseEntity *Goal); |
|
void tfgoalitem_GiveToPlayer(CBaseEntity *Item, CBasePlayer *AP, CBaseEntity *Goal); |
|
void dremove( CBaseEntity *te ); |
|
void tfgoalitem_RemoveFromPlayer(CBaseEntity *Item, CBasePlayer *AP, int iMethod); |
|
void tfgoalitem_drop(CBaseEntity *Item, BOOL PAlive, CBasePlayer *P); |
|
void DisplayItemStatus(CBaseEntity *Goal, CBasePlayer *Player, CBaseEntity *Item); |
|
void tfgoalitem_checkgoalreturn(CBaseEntity *Item); |
|
void DoGoalWork(CBaseEntity *Goal, CBasePlayer *AP); |
|
void DoResults(CBaseEntity *Goal, CBasePlayer *AP, BOOL bAddBonuses); |
|
void DoGroupWork(CBaseEntity *Goal, CBasePlayer *AP); |
|
// hooks into the mapscript for all entities |
|
BOOL ActivateDoResults(CBaseEntity *Goal, CBasePlayer *AP, CBaseEntity *ActivatingGoal); |
|
BOOL ActivationSucceeded(CBaseEntity *Goal, CBasePlayer *AP, CBaseEntity *ActivatingGoal); |
|
|
|
// prematch & ceasefire |
|
void Display_Prematch(); |
|
void Check_Ceasefire(); |
|
|
|
// admin |
|
void KickPlayer( CBaseEntity *pTarget ); |
|
void BanPlayer( CBaseEntity *pTarget ); |
|
CGhost *FindGhost( int iGhostID ); |
|
int GetBattleID( edict_t *pEntity ); |
|
|
|
extern cvar_t tfc_spam_penalty1;// the initial gag penalty for a spammer (seconds) |
|
extern cvar_t tfc_spam_penalty2;// incremental gag penalty (seconds) for each time gagged spammer continues to speak. |
|
extern cvar_t tfc_spam_limit; // at this many points, gag the spammer |
|
extern cvar_t tfc_clanbattle, tfc_clanbattle_prematch, tfc_prematch, tfc_clanbattle_ceasefire, tfc_balance_teams, tfc_balance_scores; |
|
extern cvar_t tfc_clanbattle_locked, tfc_birthday, tfc_autokick_kills, tfc_fragscoring, tfc_autokick_time, tfc_adminpwd; |
|
extern cvar_t weaponstay, footsteps, flashlight, aimcrosshair, falldamage, teamplay; |
|
extern cvar_t allow_spectators; |
|
|
|
/*==========================================================================*/ |
|
class CTFFlame : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void EXPORT FlameThink( void ); |
|
static CTFFlame *FlameSpawn( CBaseEntity *pOwner, CBaseEntity *pTarget ); |
|
void FlameDestroy( void ); |
|
|
|
float m_flNextDamageTime; |
|
}; |
|
|
|
/*==========================================================================*/ |
|
// MAPSCRIPT CLASSES |
|
class CTFGoal : public CBaseAnimating |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void StartGoal( void ); |
|
void EXPORT PlaceGoal( void ); |
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
int Classify ( void ) { return CLASS_TFGOAL; } |
|
|
|
void SetObjectCollisionBox( void ); |
|
}; |
|
|
|
class CTFGoalItem : public CTFGoal |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void StartItem( void ); |
|
void EXPORT PlaceItem( void ); |
|
int Classify ( void ) { return CLASS_TFGOAL_ITEM; } |
|
|
|
float m_flDroppedAt; |
|
}; |
|
|
|
class CTFTimerGoal : public CTFGoal |
|
{ |
|
public: |
|
void Spawn( void ); |
|
int Classify ( void ) { return CLASS_TFGOAL_TIMER; } |
|
}; |
|
|
|
class CTFSpawn : public CBaseEntity |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Activate( void ); |
|
int Classify ( void ) { return CLASS_TFSPAWN; } |
|
BOOL CheckTeam( int iTeamNo ); |
|
|
|
EHANDLE m_pTeamCheck; |
|
}; |
|
|
|
class CTFDetect : public CBaseEntity |
|
{ |
|
public: |
|
void Spawn( void ); |
|
int Classify ( void ) { return CLASS_TFGOAL; } |
|
}; |
|
|
|
class CTelefragDeath : public CBaseEntity |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void EXPORT DeathTouch( CBaseEntity *pOther ); |
|
}; |
|
|
|
class CTeamCheck : public CBaseDelay |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
BOOL TeamMatches( int iTeam ); |
|
}; |
|
|
|
class CTeamSet : public CBaseDelay |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
}; |
|
#endif // TF_DEFS_ONLY |
|
#endif // __TF_DEFS_H
|
|
|