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. ============//
#include "cbase.h"
#include "hl1mp_gamerules.h"
#include "viewport_panel_names.h"
#include "gameeventdefs.h"
#include <KeyValues.h>
#include "ammodef.h"
#ifdef CLIENT_DLL
#include "hl1/c_hl1mp_player.h"
#else
#include "eventqueue.h"
#include "player.h"
#include "gamerules.h"
#include "game.h"
#include "items.h"
#include "entitylist.h"
#include "in_buttons.h"
#include <ctype.h>
#include "voice_gamemgr.h"
#include "iscorer.h"
#include "hl1mp_player.h"
#include "team.h"
#include "voice_gamemgr.h"
#ifdef DEBUG
#include "hl1mp_bot_temp.h"
#endif
ConVar sv_hl1mp_weapon_respawn_time( "sv_hl1mp_weapon_respawn_time", "20", FCVAR_GAMEDLL | FCVAR_NOTIFY );
ConVar sv_hl1mp_item_respawn_time( "sv_hl1mp_item_respawn_time", "30", FCVAR_GAMEDLL | FCVAR_NOTIFY );
extern ConVar mp_chattime;
extern CBaseEntity *g_pLastCombineSpawn;
extern CBaseEntity *g_pLastRebelSpawn;
//#define WEAPON_MAX_DISTANCE_FROM_SPAWN 64
#endif
REGISTER_GAMERULES_CLASS( CHL1MPRules );
BEGIN_NETWORK_TABLE_NOBASE( CHL1MPRules, DT_HL1MPRules )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bTeamPlayEnabled ) ),
#else
SendPropBool( SENDINFO( m_bTeamPlayEnabled ) ),
#endif
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( hl1mp_gamerules, CHL1MPGameRulesProxy );
IMPLEMENT_NETWORKCLASS_ALIASED( HL1MPGameRulesProxy, DT_HL1MPGameRulesProxy )
#ifdef CLIENT_DLL
void RecvProxy_HL1MPRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
{
CHL1MPRules *pRules = HL1MPRules();
Assert( pRules );
*pOut = pRules;
}
BEGIN_RECV_TABLE( CHL1MPGameRulesProxy, DT_HL1MPGameRulesProxy )
RecvPropDataTable( "hl1mp_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_HL1MPRules ), RecvProxy_HL1MPRules )
END_RECV_TABLE()
#else
void* SendProxy_HL1MPRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
{
CHL1MPRules *pRules = HL1MPRules();
Assert( pRules );
return pRules;
}
BEGIN_SEND_TABLE( CHL1MPGameRulesProxy, DT_HL1MPGameRulesProxy )
SendPropDataTable( "hl1mp_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_HL1MPRules ), SendProxy_HL1MPRules )
END_SEND_TABLE()
#endif
#ifndef CLIENT_DLL
#if 0
class CVoiceGameMgrHelper : public IVoiceGameMgrHelper
{
public:
virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker )
{
return ( pListener->GetTeamNumber() == pTalker->GetTeamNumber() );
}
};
CVoiceGameMgrHelper g_VoiceGameMgrHelper;
IVoiceGameMgrHelper *g_pVoiceGameMgrHelper = &g_VoiceGameMgrHelper;
#endif
#ifdef DEBUG
// Handler for the "bot" command.
void Bot_f()
{
// Look at -count.
int count = 1;
count = clamp( count, 1, 16 );
int iTeam = 0;
// Look at -frozen.
bool bFrozen = false;
// Ok, spawn all the bots.
while ( --count >= 0 )
{
BotPutInServer( bFrozen, iTeam );
}
}
ConCommand cc_Bot( "bot", Bot_f, "Add a bot.", FCVAR_CHEAT );
#endif
#endif
CHL1MPRules::CHL1MPRules()
{
#ifndef CLIENT_DLL
m_bTeamPlayEnabled = teamplay.GetBool();
if ( IsTeamplay() )
{
// Create basic server teams
CTeam *pTeam = static_cast<CTeam*>(CreateEntityByName( "team_manager" ));
pTeam->Init( "Unassigned", 0 );
g_Teams.AddToTail( pTeam );
pTeam = static_cast<CTeam*>(CreateEntityByName( "team_manager" ));
pTeam->Init( "Spectator", 1 );
g_Teams.AddToTail( pTeam );
char *pName;
char szTeamlist[TEAMPLAY_TEAMLISTLENGTH];
// loop through all teams, recounting everything
int num_teams = 0;
// Copy all of the teams from the teamlist
// make a copy because strtok is destructive
Q_strncpy( szTeamlist, teamlist.GetString(), sizeof(teamlist) );
pName = szTeamlist;
pName = strtok( pName, "," );
while ( pName != NULL && *pName )
{
if ( GetTeamIndex( pName ) < 0 )
{
// create team
pTeam = static_cast<CTeam*>(CreateEntityByName( "team_manager" ));
pTeam->Init( pName, num_teams + 2 );
g_Teams.AddToTail( pTeam );
num_teams++;
}
pName = strtok( NULL, "," );
}
// Manually create teams
if ( num_teams == 0 )
{
pTeam = static_cast<CTeam*>(CreateEntityByName( "team_manager" ) );
pTeam->Init( "robo", num_teams + 2 );
g_Teams.AddToTail( pTeam );
num_teams++;
pTeam = static_cast<CTeam*>(CreateEntityByName( "team_manager" ) );
pTeam->Init( "hgrunt", num_teams + 2 );
g_Teams.AddToTail( pTeam );
num_teams++;
}
}
#endif
}
CHL1MPRules::~CHL1MPRules( void )
{
#ifndef CLIENT_DLL
// Note, don't delete each team since they are in the gEntList and will
// automatically be deleted from there, instead.
g_Teams.Purge();
#endif
}
void CHL1MPRules::CreateStandardEntities( void )
{
#ifndef CLIENT_DLL
// Create the entity that will send our data to the client.
BaseClass::CreateStandardEntities();
#ifdef _DEBUG
CBaseEntity *pEnt =
#endif
CBaseEntity::Create( "hl1mp_gamerules", vec3_origin, vec3_angle );
Assert( pEnt );
#endif
}
float CHL1MPRules::GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType )
{
return BaseClass::GetAmmoDamage( pAttacker, pVictim, nAmmoType ) * GetDamageMultiplier();
}
float CHL1MPRules::GetDamageMultiplier( void )
{
if ( IsMultiplayer() )
return sk_mp_dmg_multiplier.GetFloat();
else
return 1.0f;
}
bool CHL1MPRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
{
#ifndef CLIENT_DLL
if( BaseClass::ClientCommand( pEdict, args ) )
return true;
CHL1MP_Player *pPlayer = (CHL1MP_Player *) pEdict;
if ( pPlayer->ClientCommand( args ) )
return true;
#endif
return false;
}
#ifdef CLIENT_DLL
#else
void CHL1MPRules::Think ( void )
{
CGameRules::Think();
if ( g_fGameOver ) // someone else quit the game already
{
// check to see if we should change levels now
if ( m_flIntermissionEndTime < gpGlobals->curtime )
{
ChangeLevel(); // intermission is over
}
return;
}
float flTimeLimit = mp_timelimit.GetFloat() * 60;
float flFragLimit = fraglimit.GetFloat();
if ( flTimeLimit != 0 && gpGlobals->curtime >= flTimeLimit )
{
GoToIntermission();
return;
}
if ( flFragLimit )
{
if( IsTeamplay() == true )
{
for (int i = TEAM_SPECTATOR+1; i < GetNumberOfTeams(); i++)
{
if ( GetGlobalTeam(i)->GetScore() >= flFragLimit )
{
GoToIntermission();
return;
}
}
}
else
{
// check if any player is over the frag limit
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer && pPlayer->FragCount() >= flFragLimit )
{
GoToIntermission();
return;
}
}
}
}
// ManageObjectRelocation();
}
void CHL1MPRules::GoToIntermission()
{
#ifndef CLIENT_DLL
if ( g_fGameOver )
return;
g_fGameOver = true;
m_flIntermissionEndTime = gpGlobals->curtime + mp_chattime.GetInt();
for ( int i = 0; i < MAX_PLAYERS; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer )
continue;
pPlayer->ShowViewPortPanel( PANEL_SCOREBOARD );
pPlayer->AddFlag( FL_FROZEN );
}
#endif
}
const char * CHL1MPRules::SetDefaultPlayerTeam( CBasePlayer *pPlayer )
{
if ( !IsTeamplay() )
{
CMultiplayRules::SetDefaultPlayerTeam( pPlayer );
return "";
}
int clientIndex = pPlayer->entindex();
char szTeam[128];
Q_FileBase( engine->GetClientConVarValue( clientIndex, "cl_playermodel" ), szTeam, 128 );
const char * team = szTeam;
int iTeam = GetTeamIndex( team );
if ( iTeam == -1 || !IsValidTeam( team ) )
{
team = TeamWithFewestPlayers();
iTeam = GetTeamIndex(team);
}
pPlayer->ChangeTeam( iTeam );
return team;
}
const char * CHL1MPRules::TeamWithFewestPlayers( void )
{
const char * szName = "";
int iNumPlayers = 0xFFFF;
for (int i = TEAM_SPECTATOR+1; i < GetNumberOfTeams(); i++)
{
if ( GetGlobalTeam(i)->GetNumPlayers() < iNumPlayers )
{
szName = GetGlobalTeam(i)->GetName();
iNumPlayers = GetGlobalTeam(i)->GetNumPlayers();
}
}
return szName;
}
void CHL1MPRules::InitHUD( CBasePlayer *pPlayer )
{
SetDefaultPlayerTeam( pPlayer );
BaseClass::InitHUD( pPlayer );
}
void CHL1MPRules::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, bool bKill, bool bGib )
{
BaseClass::ChangePlayerTeam( pPlayer, pTeamName, bKill, bGib );
}
void CHL1MPRules::ClientSettingsChanged( CBasePlayer *pPlayer )
{
CHL1MP_Player *pHL1Player = ToHL1MPPlayer( pPlayer );
if ( pHL1Player == NULL )
return;
// strip down to just the name
char szTempCurrentModel[128];
Q_FileBase( modelinfo->GetModelName( pPlayer->GetModel() ), szTempCurrentModel, 128 );
const char *pCurrentModel = szTempCurrentModel;
char szTempModelName[128];
Q_FileBase( engine->GetClientConVarValue( engine->IndexOfEdict( pPlayer->edict() ), "cl_playermodel" ), szTempModelName, 128 );
const char *szModelName = szTempModelName;
//If we're different.
if ( strlen( szModelName ) > 0 && stricmp( szModelName, pCurrentModel ) )
{
//Too soon, set the cvar back to what it was.
//Note: this will make this function be called again
//but since our models will match it'll just skip this whole dealio.
if ( pHL1Player->GetNextModelChangeTime() >= gpGlobals->curtime )
{
char szReturnString[512];
Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", pCurrentModel );
engine->ClientCommand ( pHL1Player->edict(), szReturnString );
Q_snprintf( szReturnString, sizeof( szReturnString ), "Please wait %d more seconds before trying to switch.\n", (int)(pHL1Player->GetNextModelChangeTime() - gpGlobals->curtime) );
ClientPrint( pHL1Player, HUD_PRINTTALK, szReturnString );
return;
}
if ( HL1MPRules()->IsTeamplay() == false )
{
pHL1Player->SetPlayerModel();
//const char *pszCurrentModelName = modelinfo->GetModelName( pHL1Player->GetModel() );
//char szReturnString[128];
//Q_snprintf( szReturnString, sizeof( szReturnString ), "Your player model is: %s\n", pszCurrentModelName );
//Printing the model path for the average player is way too verbose - ml
//ClientPrint( pHL1Player, HUD_PRINTTALK, szReturnString );
}
else
{
int iTeam = GetTeamIndex( szModelName );
if ( iTeam == -1 || !IsValidTeam( szModelName ) )
{
const char * team = TeamWithFewestPlayers();
iTeam = GetTeamIndex( team );
}
pPlayer->ChangeTeam( iTeam );
}
}
BaseClass::ClientSettingsChanged( pPlayer );
}
int CHL1MPRules::GetTeamIndex( const char * pName )
{
for ( int i = 0; i < GetNumberOfTeams(); i++ )
{
if ( strcmp( g_Teams[i]->GetName(), pName ) == 0 )
{
return i;
}
}
return -1;
}
float CHL1MPRules::FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon )
{
if ( weaponstay.GetInt() > 0 )
{
// make sure it's only certain weapons
if ( !(pWeapon->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD) )
{
return 0;
}
}
return sv_hl1mp_weapon_respawn_time.GetInt();
}
float CHL1MPRules::FlItemRespawnTime( CItem *pItem )
{
return sv_hl1mp_item_respawn_time.GetInt();
}
// This is a direct rip from CHalfLife1
void CHL1MPRules::InitDefaultAIRelationships( void )
{
int i, j;
// Allocate memory for default relationships
CBaseCombatCharacter::AllocateDefaultRelationships();
// --------------------------------------------------------------
// First initialize table so we can report missing relationships
// --------------------------------------------------------------
for (i=0;i<NUM_AI_CLASSES;i++)
{
for (j=0;j<NUM_AI_CLASSES;j++)
{
// By default all relationships are neutral of priority zero
CBaseCombatCharacter::SetDefaultRelationship( (Class_T)i, (Class_T)j, D_NU, 0 );
}
}
// ------------------------------------------------------------
// > CLASS_NONE
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_PLAYER, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_HUMAN_PASSIVE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_PLAYER_ALLY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_PREY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_MONSTER, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_PREDATOR, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_HUMAN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_HUMAN_PASSIVE
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_PLAYER, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_HUMAN_PASSIVE, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_PLAYER_ALLY, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_PREY, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_MILITARY, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_MONSTER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_PREDATOR, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_PLAYER
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_PLAYER, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_HUMAN_PASSIVE, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_PLAYER_ALLY, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_PREY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_MONSTER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_PREDATOR, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_MACHINE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_BIOWEAPON, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_PLAYER_BIOWEAPON, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_PLAYER_ALLY
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_PLAYER, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_HUMAN_PASSIVE, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_PREY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_MONSTER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_PREDATOR, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_MACHINE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_ALIEN_PREY
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_PREY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_MONSTER, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_PREDATOR, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_ALIEN_MILITARY
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_PREY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_MONSTER, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_PREDATOR, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_MACHINE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_ALIEN_MONSTER
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_PREY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_MONSTER, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_PREDATOR, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_MACHINE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_ALIEN_PREDATOR
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_PREY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_MONSTER, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_PREDATOR, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_HUMAN_MILITARY
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_PREY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_MONSTER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_PREDATOR, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_HUMAN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_MACHINE
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_HUMAN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_MONSTER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_PREY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_PREDATOR, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_BIOWEAPON, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_PLAYER_BIOWEAPON, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_ALIEN_BIOWEAPON
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_MILITARY, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_MONSTER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_PREY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_PREDATOR, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_PLAYER_BIOWEAPON, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_PLAYER_BIOWEAPON
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_MONSTER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_PREY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_PREDATOR, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_BIOWEAPON, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_INSECT
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_NONE, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_MACHINE, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_PLAYER, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_HUMAN_PASSIVE, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_HUMAN_MILITARY, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_MONSTER, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_PREY, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_PREDATOR, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_PLAYER_ALLY, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_INSECT, D_NU, 0 );
}
#endif