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 SDK_SHAREDDEFS_H
#define SDK_SHAREDDEFS_H
#ifdef _WIN32
#pragma once
#endif
//=========================
// GAMEPLAY RELATED OPTIONS
//=========================
// NOTES: The Wizard automatically replaces these strings! If you extract the source as is, you will have to add the defines manually!
//
// Will your mod be team based?
// define SDK_USE_TEAMS
#define SDK_USE_TEAMS
//
// Do you use player classes?
// define SDK_USE_PLAYERCLASSES
#define SDK_USE_PLAYERCLASSES
//================================
// PLAYER MOVEMENT RELATED OPTIONS
//================================
//
// Do your players have stamina? - this is a pre-requisite for sprinting, if you define sprinting, and don't uncomment this, it will be included anyway.
// define SDK_USE_STAMINA
#define SDK_USE_STAMINA
//
// Are your players able to sprint?
// define SDK_USE_SPRINTING
#define SDK_USE_SPRINTING
//Tony; stamina is a pre-requisite to sprinting, if you don't declare stamina but you do declare sprinting
//stamina needs to be included.
#if defined ( SDK_USE_SPRINTING ) && !defined( SDK_USE_STAMINA )
#define SDK_USE_STAMINA
#endif
//
// Can your players go prone?
// define SDK_USE_PRONE
#define SDK_USE_PRONE
//=====================
// EXTRA WEAPON OPTIONS
//=====================
//
// If you're allowing sprinting, do you want to be able to shoot while sprinting?
// define SDK_SHOOT_WHILE_SPRINTING
#define SDK_SHOOT_WHILE_SPRINTING
//
// Do you want your players to be able to shoot while climing ladders?
// define SDK_SHOOT_ON_LADDERS
#define SDK_SHOOT_ON_LADDERS
//
// Do you want your players to be able to shoot while jumping?
// define SDK_SHOOT_WHILE_JUMPING
#define SDK_SHOOT_WHILE_JUMPING
#define SDK_GAME_DESCRIPTION "SDK Template mod v1"
//================================================================================
// Most elements below here are specific to the options above.
//================================================================================
#if defined ( SDK_USE_TEAMS )
enum sdkteams_e
{
SDK_TEAM_BLUE = LAST_SHARED_TEAM+1,
SDK_TEAM_RED,
};
#endif // SDK_USE_TEAMS
#if defined ( SDK_USE_PRONE )
#define TIME_TO_PRONE 1.2f
#define VEC_PRONE_HULL_MIN SDKGameRules()->GetSDKViewVectors()->m_vProneHullMin
#define VEC_PRONE_HULL_MAX SDKGameRules()->GetSDKViewVectors()->m_vProneHullMax
#define VEC_PRONE_VIEW SDKGameRules()->GetSDKViewVectors()->m_vProneView
#endif // SDK_USE_PRONE
#if defined ( SDK_USE_SPRINTING )
#define INITIAL_SPRINT_STAMINA_PENALTY 15
#define LOW_STAMINA_THRESHOLD 35
#endif // SDK_USE_SPRINTING
#if defined ( SDK_USE_PLAYERCLASSES )
#define SDK_NUM_PLAYERCLASSES 3 //Tony; our template sample has 3 player classes.
#define SDK_PLAYERCLASS_IMAGE_LENGTH 64
#define PLAYERCLASS_RANDOM -2
#define PLAYERCLASS_UNDEFINED -1
#if defined ( SDK_USE_TEAMS )
//Tony; using teams with classes, so make sure the team class panel names are defined.
#define PANEL_CLASS_BLUE "class_blue"
#define PANEL_CLASS_RED "class_red"
extern const char *pszTeamBlueClasses[];
extern const char *pszTeamRedClasses[];
#else
#define PANEL_CLASS_NOTEAMS "class_noteams"
extern const char *pszPlayerClasses[];
#endif // SDK_USE_TEAMS
#endif // SDK_USE_PLAYERCLASSES
#define SDK_PLAYER_MODEL "models/player/american_rifleman.mdl"
//Tony; We need to precache all possible player models that we're going to use
extern const char *pszPossiblePlayerModels[];
extern const char *pszTeamNames[];
//Tony; these defines handle the default speeds for all of these - all are listed regardless of which option is enabled.
#define SDK_DEFAULT_PLAYER_RUNSPEED 220
#define SDK_DEFAULT_PLAYER_SPRINTSPEED 330
#define SDK_DEFAULT_PLAYER_PRONESPEED 50
//--------------------------------------------------------------------------------------------------------
//
// Weapon IDs for all SDK Game weapons
//
typedef enum
{
WEAPON_NONE = 0,
SDK_WEAPON_NONE = WEAPON_NONE,
SDK_WEAPON_MP5,
SDK_WEAPON_SHOTGUN,
SDK_WEAPON_GRENADE,
SDK_WEAPON_PISTOL,
SDK_WEAPON_CROWBAR,
WEAPON_MAX, // number of weapons weapon index
} SDKWeaponID;
typedef enum
{
FM_AUTOMATIC = 0,
FM_SEMIAUTOMATIC,
FM_BURST,
} SDK_Weapon_Firemodes;
const char *WeaponIDToAlias( int id );
int AliasToWeaponID( const char *alias );
// The various states the player can be in during the join game process.
enum SDKPlayerState
{
// Happily running around in the game.
// You can't move though if CSGameRules()->IsFreezePeriod() returns true.
// This state can jump to a bunch of other states like STATE_PICKINGCLASS or STATE_DEATH_ANIM.
STATE_ACTIVE=0,
// This is the state you're in when you first enter the server.
// It's switching between intro cameras every few seconds, and there's a level info
// screen up.
STATE_WELCOME, // Show the level intro screen.
// During these states, you can either be a new player waiting to join, or
// you can be a live player in the game who wants to change teams.
// Either way, you can't move while choosing team or class (or while any menu is up).
#if defined ( SDK_USE_TEAMS )
STATE_PICKINGTEAM, // Choosing team.
#endif
#if defined ( SDK_USE_PLAYERCLASSES )
STATE_PICKINGCLASS, // Choosing class.
#endif
STATE_DEATH_ANIM, // Playing death anim, waiting for that to finish.
STATE_OBSERVER_MODE, // Noclipping around, watching players, etc.
NUM_PLAYER_STATES
};
#define SDK_PLAYER_DEATH_TIME 5.0f //Minimum Time before respawning
// Special Damage types
enum
{
SDK_DMG_CUSTOM_NONE = 0,
SDK_DMG_CUSTOM_SUICIDE,
};
// Player avoidance
#define PUSHAWAY_THINK_INTERVAL (1.0f / 20.0f)
#endif // SDK_SHAREDDEFS_H