Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_CLASSDATA_H
#define TF_CLASSDATA_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Cache structure for the TF player class data (includes citizen).
//-----------------------------------------------------------------------------
#define MAX_PLAYERCLASS_SOUND_LENGTH 128
#define TF_NAME_LENGTH 128
#define DEATH_SOUND_FIRST ( DEATH_SOUND_GENERIC )
#define DEATH_SOUND_LAST ( DEATH_SOUND_EXPLOSION )
#define DEATH_SOUND_MVM_FIRST ( DEATH_SOUND_GENERIC_MVM )
#define DEATH_SOUND_MVM_LAST ( DEATH_SOUND_EXPLOSION_MVM )
#define DEATH_SOUND_GIANT_MVM_FIRST ( DEATH_SOUND_GENERIC_GIANT_MVM )
#define DEATH_SOUND_GIANT_MVM_LAST ( DEATH_SOUND_EXPLOSION_GIANT_MVM )
enum DeathSoundType_t
{
DEATH_SOUND_GENERIC = 0,
DEATH_SOUND_CRIT,
DEATH_SOUND_MELEE,
DEATH_SOUND_EXPLOSION,
DEATH_SOUND_GENERIC_MVM,
DEATH_SOUND_CRIT_MVM,
DEATH_SOUND_MELEE_MVM,
DEATH_SOUND_EXPLOSION_MVM,
DEATH_SOUND_GENERIC_GIANT_MVM,
DEATH_SOUND_CRIT_GIANT_MVM,
DEATH_SOUND_MELEE_GIANT_MVM,
DEATH_SOUND_EXPLOSION_GIANT_MVM,
DEATH_SOUND_TOTAL
};
struct TFPlayerClassData_t
{
char m_szClassName[TF_NAME_LENGTH];
char m_szModelName[TF_NAME_LENGTH];
char m_szHWMModelName[TF_NAME_LENGTH];
char m_szHandModelName[TF_NAME_LENGTH];
char m_szLocalizableName[TF_NAME_LENGTH];
float m_flMaxSpeed;
int m_nMaxHealth;
int m_nMaxArmor;
int m_aWeapons[TF_PLAYER_WEAPON_COUNT];
int m_aGrenades[TF_PLAYER_GRENADE_COUNT];
int m_aAmmoMax[TF_AMMO_COUNT];
int m_aBuildable[TF_PLAYER_BLUEPRINT_COUNT];
bool m_bDontDoAirwalk;
bool m_bDontDoNewJump;
bool m_bParsed;
Vector m_vecThirdPersonOffset;
#ifdef GAME_DLL
// sounds
char m_szDeathSound[ DEATH_SOUND_TOTAL ][MAX_PLAYERCLASS_SOUND_LENGTH];
#endif
TFPlayerClassData_t();
const char *GetModelName() const;
#ifdef GAME_DLL
const char *GetDeathSound( int nType );
#endif
void Parse( const char *pszClassName );
void ParseData( KeyValues *pKeyValuesData );
void AddAdditionalPlayerDeathSounds( void );
};
class CTFPlayerClassDataMgr : public CAutoGameSystem
{
public:
CTFPlayerClassDataMgr();
virtual bool Init( void );
TFPlayerClassData_t *Get( unsigned int iClass );
void AddAdditionalPlayerDeathSounds( void );
private:
TFPlayerClassData_t m_aTFPlayerClassData[TF_CLASS_COUNT_ALL];
};
extern CTFPlayerClassDataMgr *g_pTFPlayerClassDataMgr;
// Legacy.
TFPlayerClassData_t *GetPlayerClassData( unsigned int iClass );
#endif // TF_CLASSDATA_H