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322 lines
9.0 KiB
322 lines
9.0 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef TFC_SHAREDDEFS_H
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#define TFC_SHAREDDEFS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shareddefs.h"
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// Using MAP_DEBUG mode?
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#ifdef 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 TFC_PLAYER_VIEW_OFFSET Vector( 0, 0, 53.5 )
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// Team IDs.
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// #define TEAM_SPECTATOR 0 // This is set in shareddefs.h
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#define TEAM_BLUE 1
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#define TEAM_RED 2
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#define TEAM_YELLOW 3
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#define TEAM_GREEN 4
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#define TEAM_MAXCOUNT 5 // update this if we ever add teams (unlikely)
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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_HWGUY 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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#define PC_LAST_NORMAL_CLASS 9
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#define PC_CIVILIAN 10 // 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 11 // Use this as the high-boundary for any loops
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// through the playerclass.
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/*======================*/
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// Menu stuff //
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/*======================*/
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#define MENU_DEFAULT 1
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#define MENU_TEAM 2
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#define MENU_CLASS 3
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#define MENU_MAPBRIEFING 4
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#define MENU_INTRO 5
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#define MENU_CLASSHELP 6
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#define MENU_CLASSHELP2 7
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#define MENU_REPEATHELP 8
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#define MENU_SPECHELP 9
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#define MENU_SPY 12
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#define MENU_SPY_SKIN 13
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#define MENU_SPY_COLOR 14
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#define MENU_ENGINEER 15
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#define MENU_ENGINEER_FIX_DISPENSER 16
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#define MENU_ENGINEER_FIX_SENTRYGUN 17
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#define MENU_ENGINEER_FIX_MORTAR 18
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#define MENU_DISPENSER 19
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#define MENU_CLASS_CHANGE 20
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#define MENU_TEAM_CHANGE 21
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#define MENU_REFRESH_RATE 25
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#define MENU_VOICETWEAK 50
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// Additional classes
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// NOTE: adding them onto the Class_T's in baseentity.h is cheesy, but so is
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// having an #ifdef for each mod in baseentity.h.
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#define CLASS_TFGOAL ((Class_T)NUM_AI_CLASSES)
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#define CLASS_TFGOAL_TIMER ((Class_T)(NUM_AI_CLASSES+1))
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#define CLASS_TFGOAL_ITEM ((Class_T)(NUM_AI_CLASSES+2))
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#define CLASS_TFSPAWN ((Class_T)(NUM_AI_CLASSES+3))
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#define CLASS_MACHINE ((Class_T)(NUM_AI_CLASSES+4))
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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_ENTRY 4
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#define BUILD_TELEPORTER_EXIT 5
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// Grenade types.
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enum GrenadeType_t
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{
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GR_TYPE_NONE=0,
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GR_TYPE_NORMAL,
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GR_TYPE_CONCUSSION,
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GR_TYPE_NAIL,
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GR_TYPE_MIRV,
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GR_TYPE_NAPALM,
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GR_TYPE_GAS,
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GR_TYPE_EMP,
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GR_TYPE_CALTROP,
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NUM_GRENADE_TYPES
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};
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// Max amount of each grenade each player can carry.
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// This is in addition to the player's
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extern int g_nMaxGrenades[NUM_GRENADE_TYPES];
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// These are the names of the ammo types that go in the CAmmoDefs and that the
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// weapon script files reference.
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// These directly correspond to ammo_X in the goldsrc tfc code.
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#define TFC_AMMO_DUMMY 0 // This is a dummy index, to make the CAmmoDef indices correct for the other ammo types.
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#define TFC_AMMO_SHELLS 1
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#define TFC_AMMO_SHELLS_NAME "TFC_AMMO_SHELLS"
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#define TFC_AMMO_NAILS 2
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#define TFC_AMMO_NAILS_NAME "TFC_AMMO_NAILS"
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#define TFC_AMMO_ROCKETS 3
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#define TFC_AMMO_ROCKETS_NAME "TFC_AMMO_ROCKETS"
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#define TFC_AMMO_CELLS 4
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#define TFC_AMMO_CELLS_NAME "TFC_AMMO_CELLS"
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#define TFC_AMMO_MEDIKIT 5
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#define TFC_AMMO_MEDIKIT_NAME "TFC_AMMO_MEDIKIT"
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#define TFC_AMMO_DETPACK 6
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#define TFC_AMMO_DETPACK_NAME "TFC_AMMO_DETPACK"
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#define TFC_AMMO_GRENADES1 7
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#define TFC_AMMO_GRENADES1_NAME "TFC_AMMO_GRENADES1"
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#define TFC_AMMO_GRENADES2 8
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#define TFC_AMMO_GRENADES2_NAME "TFC_AMMO_GRENADES2"
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#define TFC_NUM_AMMO_TYPES 9 // NOTE: KEEP THESE UP TO DATE WITH g_AmmoTypeNames[]
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extern const char* g_AmmoTypeNames[TFC_NUM_AMMO_TYPES];
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// TeamFortress State Flags
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#define TFSTATE_GRENPRIMED 0x000001 // Whether the player has a primed grenade
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#define TFSTATE_RELOADING 0x000002 // Whether the player is reloading
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#define TFSTATE_ALTKILL 0x000004 // #TRUE if killed with a weapon not in self.weapon: NOT USED ANYMORE
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#define TFSTATE_RANDOMPC 0x000008 // Whether Playerclass is random, new one each respawn
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#define TFSTATE_INFECTED 0x000010 // set when player is infected by the bioweapon
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#define TFSTATE_INVINCIBLE 0x000020 // Player has permanent Invincibility (Usually by GoalItem)
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#define TFSTATE_INVISIBLE 0x000040 // Player has permanent Invisibility (Usually by GoalItem)
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#define TFSTATE_QUAD 0x000080 // Player has permanent Quad Damage (Usually by GoalItem)
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#define TFSTATE_RADSUIT 0x000100 // Player has permanent Radsuit (Usually by GoalItem)
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#define TFSTATE_BURNING 0x000200 // Is on fire
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#define TFSTATE_GRENTHROWING 0x000400 // is throwing a grenade
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#define TFSTATE_AIMING 0x000800 // is using the laser sight
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#define TFSTATE_ZOOMOFF 0x001000 // doesn't want the FOV changed when zooming
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#define TFSTATE_RESPAWN_READY 0x002000 // is waiting for respawn, and has pressed fire
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#define TFSTATE_HALLUCINATING 0x004000 // set when player is hallucinating
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#define TFSTATE_TRANQUILISED 0x008000 // set when player is tranquilised
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#define TFSTATE_CANT_MOVE 0x010000 // set when player is setting a detpack
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#define TFSTATE_RESET_FLAMETIME 0x020000 // set when the player has to have his flames increased in health
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#define TFSTATE_HIGHEST_VALUE TFSTATE_RESET_FLAMETIME
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// items
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#define IT_SHOTGUN (1<<0)
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#define IT_SUPER_SHOTGUN (1<<1)
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#define IT_NAILGUN (1<<2)
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#define IT_SUPER_NAILGUN (1<<3)
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#define IT_GRENADE_LAUNCHER (1<<4)
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#define IT_ROCKET_LAUNCHER (1<<5)
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#define IT_LIGHTNING (1<<6)
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#define IT_EXTRA_WEAPON (1<<7)
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#define IT_SHELLS (1<<8)
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#define IT_NAILS (1<<9)
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#define IT_ROCKETS (1<<10)
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#define IT_CELLS (1<<11)
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#define IT_AXE (1<<12)
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#define IT_ARMOR1 (1<<13)
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#define IT_ARMOR2 (1<<14)
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#define IT_ARMOR3 (1<<15)
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#define IT_SUPERHEALTH (1<<16)
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#define IT_KEY1 (1<<17)
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#define IT_KEY2 (1<<18)
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#define IT_INVISIBILITY (1<<19)
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#define IT_INVULNERABILITY (1<<20)
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#define IT_SUIT (1<<21)
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#define IT_QUAD (1<<22)
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#define IT_HOOK (1<<23)
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#define IT_KEY3 (1<<24) // Stomp invisibility
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#define IT_KEY4 (1<<25) // Stomp invulnerability
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#define IT_LAST_ITEM IT_KEY4
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enum TFCTimer_t
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{
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TF_TIMER_ANY=0,
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TF_TIMER_CONCUSSION,
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TF_TIMER_INFECTION,
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TF_TIMER_HALLUCINATION,
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TF_TIMER_TRANQUILISATION,
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TF_TIMER_ROTHEALTH,
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TF_TIMER_REGENERATION,
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TF_TIMER_GRENPRIME,
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TF_TIMER_CELLREGENERATION,
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TF_TIMER_DETPACKSET,
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TF_TIMER_DETPACKDISARM,
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TF_TIMER_BUILD,
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TF_TIMER_CHECKBUILDDISTANCE,
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TF_TIMER_DISGUISE,
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TF_TIMER_DISPENSERREFILL,
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// Non player timers.
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TF_TIMER_RETURNITEM,
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TF_TIMER_DELAYEDGOAL,
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TF_TIMER_ENDROUND
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};
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/*==================================================*/
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/* New Weapon Related Defines */
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/*==================================================*/
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// Medikit
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#define WEAP_MEDIKIT_OVERHEAL 50 // Amount of superhealth over max_health the medikit will dispense
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#define WEAP_MEDIKIT_HEAL 200 // Amount medikit heals per hit
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//--------------
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// TFC Specific damage flags
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//--------------
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#define DMG_IGNORE_MAXHEALTH (DMG_LASTGENERICFLAG<<1)
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#define DMG_IGNOREARMOR (DMG_LASTGENERICFLAG<<2)
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// ------------------------------------------------------------------------------ //
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// Info for each player class.
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// ------------------------------------------------------------------------------ //
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class CTFCPlayerClassInfo
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{
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public:
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const char *m_pClassName;
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const char *m_pModelName; // What model this class uses.
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float m_flMaxSpeed;
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int m_iMaxHealth;
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int m_iInitArmor;
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int m_iMaxArmor;
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float m_flInitArmorType;
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float m_flMaxArmorType;
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int m_iInitArmorClass;
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int m_nArmorClasses;
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// What types of grenades does this guy carry?
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// GR_TYPE_ defines.
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GrenadeType_t m_iGrenadeType1;
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GrenadeType_t m_iGrenadeType2;
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int m_InitAmmo[TFC_NUM_AMMO_TYPES]; // These are in the same order as g_AmmoTypeNames.
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int m_MaxAmmo[TFC_NUM_AMMO_TYPES]; // These are in the same order as g_AmmoTypeNames.
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};
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const CTFCPlayerClassInfo* GetTFCClassInfo( int iClass );
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// The various states the player can be in during the join game process.
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enum TFCPlayerState
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{
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// Happily running around in the game.
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// You can't move though if CSGameRules()->IsFreezePeriod() returns true.
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// This state can jump to a bunch of other states like STATE_PICKINGCLASS or STATE_DEATH_ANIM.
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STATE_ACTIVE=0,
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// This is the state you're in when you first enter the server.
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// It's switching between intro cameras every few seconds, and there's a level info
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// screen up.
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STATE_WELCOME, // Show the level intro screen.
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// During these states, you can either be a new player waiting to join, or
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// you can be a live player in the game who wants to change teams.
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// Either way, you can't move while choosing team or class (or while any menu is up).
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STATE_PICKINGTEAM, // Choosing team.
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STATE_PICKINGCLASS, // Choosing class.
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STATE_OBSERVER_MODE,
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STATE_DYING,
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TFC_NUM_PLAYER_STATES
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};
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#endif // TFC_SHAREDDEFS_H
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