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1284 lines
85 KiB
1284 lines
85 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: The Half-Life 2 game rules, such as the relationship tables and ammo |
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// damage cvars. |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "portal_gamerules.h" |
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#include "ammodef.h" |
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#include "hl2_shareddefs.h" |
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#include "portal_shareddefs.h" |
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#ifdef CLIENT_DLL |
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#else |
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#include "player.h" |
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#include "game.h" |
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#include "gamerules.h" |
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#include "teamplay_gamerules.h" |
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#include "portal_player.h" |
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#include "globalstate.h" |
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#include "ai_basenpc.h" |
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#include "portal/weapon_physcannon.h" |
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#include "props.h" // For props flags used in making the portal weight box |
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#include "datacache/imdlcache.h" // For precaching box model |
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#include "achievementmgr.h" |
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extern CAchievementMgr g_AchievementMgrPortal; |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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REGISTER_GAMERULES_CLASS( CPortalGameRules ); |
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BEGIN_NETWORK_TABLE_NOBASE( CPortalGameRules, DT_PortalGameRules ) |
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#ifdef CLIENT_DLL |
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RecvPropBool( RECVINFO( m_bMegaPhysgun ) ), |
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#else |
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SendPropBool( SENDINFO( m_bMegaPhysgun ) ), |
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#endif |
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END_NETWORK_TABLE() |
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LINK_ENTITY_TO_CLASS( portal_gamerules, CPortalGameRulesProxy ); |
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IMPLEMENT_NETWORKCLASS_ALIASED( PortalGameRulesProxy, DT_PortalGameRulesProxy ) |
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#ifdef CLIENT_DLL |
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void RecvProxy_PortalGameRules( const RecvProp *pProp, void **pOut, void *pData, int objectID ) |
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{ |
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CPortalGameRules *pRules = PortalGameRules(); |
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Assert( pRules ); |
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*pOut = pRules; |
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} |
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BEGIN_RECV_TABLE( CPortalGameRulesProxy, DT_PortalGameRulesProxy ) |
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RecvPropDataTable( "portal_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_PortalGameRules ), RecvProxy_PortalGameRules ) |
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END_RECV_TABLE() |
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#else |
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void* SendProxy_PortalGameRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID ) |
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{ |
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CPortalGameRules *pRules = PortalGameRules(); |
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Assert( pRules ); |
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pRecipients->SetAllRecipients(); |
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return pRules; |
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} |
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BEGIN_SEND_TABLE( CPortalGameRulesProxy, DT_PortalGameRulesProxy ) |
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SendPropDataTable( "portal_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_PortalGameRules ), SendProxy_PortalGameRules ) |
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END_SEND_TABLE() |
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#endif |
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extern ConVar sv_robust_explosions; |
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extern ConVar sk_allow_autoaim; |
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extern ConVar sk_autoaim_scale1; |
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extern ConVar sk_autoaim_scale2; |
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#if !defined ( CLIENT_DLL ) |
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extern ConVar sv_alternateticks; |
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#endif // !CLIENT_DLL |
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#define PORTAL_WEIGHT_BOX_MODEL_NAME "models/props/metal_box.mdl" |
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// Portal-only con commands |
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#ifndef CLIENT_DLL |
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// Create the box used for portal puzzles, named 'box'. Used for easy debugging of portal puzzles. |
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void CC_Create_PortalWeightBox( void ) |
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{ |
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MDLCACHE_CRITICAL_SECTION(); |
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bool allowPrecache = CBaseEntity::IsPrecacheAllowed(); |
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CBaseEntity::SetAllowPrecache( true ); |
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// Try to create entity |
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CBaseEntity *entity = dynamic_cast< CBaseEntity * >( CreateEntityByName("prop_physics") ); |
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if (entity) |
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{ |
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entity->PrecacheModel( PORTAL_WEIGHT_BOX_MODEL_NAME ); |
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entity->SetModel( PORTAL_WEIGHT_BOX_MODEL_NAME ); |
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entity->SetName( MAKE_STRING("box") ); |
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entity->AddSpawnFlags( SF_PHYSPROP_ENABLE_PICKUP_OUTPUT ); |
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entity->Precache(); |
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DispatchSpawn(entity); |
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// Now attempt to drop into the world |
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CBasePlayer* pPlayer = UTIL_GetCommandClient(); |
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trace_t tr; |
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Vector forward; |
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pPlayer->EyeVectors( &forward ); |
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UTIL_TraceLine(pPlayer->EyePosition(), |
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pPlayer->EyePosition() + forward * MAX_TRACE_LENGTH,MASK_SOLID, |
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pPlayer, COLLISION_GROUP_NONE, &tr ); |
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if ( tr.fraction != 1.0 ) |
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{ |
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tr.endpos.z += 12; |
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entity->Teleport( &tr.endpos, NULL, NULL ); |
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UTIL_DropToFloor( entity, MASK_SOLID ); |
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} |
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} |
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CBaseEntity::SetAllowPrecache( allowPrecache ); |
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} |
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static ConCommand ent_create_portal_weight_box("ent_create_portal_weight_box", CC_Create_PortalWeightBox, "Creates a weight box used in portal puzzles at the location the player is looking.", FCVAR_GAMEDLL | FCVAR_CHEAT); |
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#endif // CLIENT_DLL |
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#define PORTAL_METAL_SPHERE_MODEL_NAME "models/props/sphere.mdl" |
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#ifndef CLIENT_DLL |
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// Create a very reflective bouncy metal sphere |
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void CC_Create_PortalMetalSphere( void ) |
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{ |
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MDLCACHE_CRITICAL_SECTION(); |
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bool allowPrecache = CBaseEntity::IsPrecacheAllowed(); |
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CBaseEntity::SetAllowPrecache( true ); |
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// Try to create entity |
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CBaseEntity *entity = dynamic_cast< CBaseEntity * >( CreateEntityByName("prop_physics") ); |
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if (entity) |
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{ |
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entity->PrecacheModel( PORTAL_METAL_SPHERE_MODEL_NAME ); |
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entity->SetModel( PORTAL_METAL_SPHERE_MODEL_NAME ); |
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entity->SetName( MAKE_STRING("sphere") ); |
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entity->AddSpawnFlags( SF_PHYSPROP_ENABLE_PICKUP_OUTPUT ); |
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entity->Precache(); |
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DispatchSpawn(entity); |
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// Now attempt to drop into the world |
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CBasePlayer* pPlayer = UTIL_GetCommandClient(); |
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trace_t tr; |
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Vector forward; |
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pPlayer->EyeVectors( &forward ); |
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UTIL_TraceLine(pPlayer->EyePosition(), |
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pPlayer->EyePosition() + forward * MAX_TRACE_LENGTH,MASK_SOLID, |
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pPlayer, COLLISION_GROUP_NONE, &tr ); |
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if ( tr.fraction != 1.0 ) |
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{ |
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tr.endpos.z += 12; |
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entity->Teleport( &tr.endpos, NULL, NULL ); |
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UTIL_DropToFloor( entity, MASK_SOLID ); |
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} |
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} |
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CBaseEntity::SetAllowPrecache( allowPrecache ); |
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} |
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static ConCommand ent_create_portal_metal_sphere("ent_create_portal_metal_sphere", CC_Create_PortalMetalSphere, "Creates a reflective metal sphere where the player is looking.", FCVAR_GAMEDLL | FCVAR_CHEAT); |
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#endif // CLIENT_DLL |
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#ifdef CLIENT_DLL //{ |
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#else //}{ |
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extern bool g_fGameOver; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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CPortalGameRules::CPortalGameRules() |
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{ |
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m_bMegaPhysgun = false; |
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g_pCVar->FindVar( "sv_maxreplay" )->SetValue( "1.5" ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: called each time a player uses a "cmd" command |
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// Input : *pEdict - the player who issued the command |
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// Use engine.Cmd_Argv, engine.Cmd_Argv, and engine.Cmd_Argc to get |
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// pointers the character string command. |
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//----------------------------------------------------------------------------- |
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bool CPortalGameRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args ) |
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{ |
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if( BaseClass::ClientCommand( pEdict, args ) ) |
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return true; |
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CPortal_Player *pPlayer = (CPortal_Player *) pEdict; |
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if ( pPlayer->ClientCommand( args ) ) |
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return true; |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Player has just spawned. Equip them. |
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//----------------------------------------------------------------------------- |
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void CPortalGameRules::PlayerSpawn( CBasePlayer *pPlayer ) |
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{ |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose : Initialize all default class relationships |
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// Input : |
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// Output : |
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//------------------------------------------------------------------------------ |
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void CPortalGameRules::InitDefaultAIRelationships( void ) |
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{ |
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int i, j; |
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// Allocate memory for default relationships |
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CBaseCombatCharacter::AllocateDefaultRelationships(); |
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// -------------------------------------------------------------- |
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// First initialize table so we can report missing relationships |
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// -------------------------------------------------------------- |
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for (i=0;i<NUM_AI_CLASSES;i++) |
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{ |
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for (j=0;j<NUM_AI_CLASSES;j++) |
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{ |
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// By default all relationships are neutral of priority zero |
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CBaseCombatCharacter::SetDefaultRelationship( (Class_T)i, (Class_T)j, D_NU, 0 ); |
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} |
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} |
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// ------------------------------------------------------------ |
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// > CLASS_ANTLION |
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// ------------------------------------------------------------ |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_NONE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BARNACLE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BULLSEYE, D_NU, 0); |
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//CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BULLSQUID, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CITIZEN_PASSIVE, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CITIZEN_REBEL, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CONSCRIPT, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_FLARE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HEADCRAB, D_HT, 0); |
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//CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HOUNDEYE, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MANHACK, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_METROPOLICE, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MILITARY, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MISSILE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_SCANNER, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_STALKER, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_VORTIGAUNT, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_ZOMBIE, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PROTOSNIPER, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_ANTLION, D_LI, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_EARTH_FAUNA, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER_ALLY, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
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// ------------------------------------------------------------ |
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// > CLASS_BARNACLE |
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// |
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// In this case, the relationship D_HT indicates which characters |
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// the barnacle will try to eat. |
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// ------------------------------------------------------------ |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_NONE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_ANTLION, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BARNACLE, D_LI, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BULLSEYE, D_NU, 0); |
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//CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BULLSQUID, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CITIZEN_PASSIVE, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CITIZEN_REBEL, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CONSCRIPT, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_FLARE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HEADCRAB, D_HT, 0); |
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//CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HOUNDEYE, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MANHACK, D_FR, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_METROPOLICE, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MILITARY, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MISSILE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_SCANNER, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_STALKER, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_VORTIGAUNT, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_ZOMBIE, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PROTOSNIPER, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_EARTH_FAUNA, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER_ALLY, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
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// ------------------------------------------------------------ |
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// > CLASS_BULLSEYE |
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// ------------------------------------------------------------ |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_NONE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_ANTLION, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BARNACLE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BULLSEYE, D_NU, 0); |
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//CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BULLSQUID, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CITIZEN_REBEL, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CONSCRIPT, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_FLARE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HEADCRAB, D_NU, 0); |
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//CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HOUNDEYE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MANHACK, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_METROPOLICE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MILITARY, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MISSILE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_SCANNER, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_STALKER, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_VORTIGAUNT, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_ZOMBIE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PROTOSNIPER, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_EARTH_FAUNA, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER_ALLY, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0); |
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// ------------------------------------------------------------ |
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// > CLASS_BULLSQUID |
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// ------------------------------------------------------------ |
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/* |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_NONE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_ANTLION, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_BARNACLE, D_FR, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_BULLSEYE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_BULLSQUID, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_CITIZEN_PASSIVE, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_CITIZEN_REBEL, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_COMBINE, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_CONSCRIPT, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_FLARE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_HEADCRAB, D_HT, 1); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_HOUNDEYE, D_HT, 1); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_MANHACK, D_FR, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_METROPOLICE, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_MILITARY, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_MISSILE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_SCANNER, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_STALKER, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_VORTIGAUNT, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_ZOMBIE, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PROTOSNIPER, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_EARTH_FAUNA, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER_ALLY, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
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*/ |
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// ------------------------------------------------------------ |
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// > CLASS_CITIZEN_PASSIVE |
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// ------------------------------------------------------------ |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_NONE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_ANTLION, D_HT, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BARNACLE, D_FR, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BULLSEYE, D_NU, 0); |
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//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BULLSQUID, D_FR, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_REBEL, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CONSCRIPT, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_FLARE, D_NU, 0); |
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HEADCRAB, D_FR, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HOUNDEYE, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MANHACK, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_METROPOLICE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MILITARY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MISSILE, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_SCANNER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_STALKER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_VORTIGAUNT, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_ZOMBIE, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER_ALLY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_CITIZEN_REBEL |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BARNACLE, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BULLSQUID, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CITIZEN_REBEL, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CONSCRIPT, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HEADCRAB, D_HT, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HOUNDEYE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MANHACK, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_METROPOLICE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MILITARY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MISSILE, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_SCANNER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_STALKER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_VORTIGAUNT, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_ZOMBIE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER_ALLY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER_ALLY_VITAL,D_NU, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_COMBINE |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BARNACLE, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BULLSQUID, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CITIZEN_REBEL, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE_GUNSHIP, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CONSCRIPT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HEADCRAB, D_HT, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HOUNDEYE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MANHACK, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_METROPOLICE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MILITARY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_SCANNER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_STALKER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_VORTIGAUNT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_ZOMBIE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER_ALLY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_COMBINE_GUNSHIP |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BARNACLE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BULLSQUID, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CITIZEN_REBEL, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE_GUNSHIP, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CONSCRIPT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HEADCRAB, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HOUNDEYE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MANHACK, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_METROPOLICE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MILITARY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MISSILE, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_SCANNER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_STALKER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_VORTIGAUNT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_ZOMBIE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER_ALLY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_CONSCRIPT |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BARNACLE, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BULLSQUID, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CITIZEN_REBEL, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CONSCRIPT, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HEADCRAB, D_HT, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HOUNDEYE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MANHACK, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_METROPOLICE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MILITARY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_SCANNER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_STALKER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_VORTIGAUNT, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_ZOMBIE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER_ALLY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER_ALLY_VITAL,D_NU, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_FLARE |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_ANTLION, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BARNACLE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BULLSQUID, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CITIZEN_REBEL, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CONSCRIPT, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HEADCRAB, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HOUNDEYE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MANHACK, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_METROPOLICE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MILITARY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_SCANNER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_STALKER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_VORTIGAUNT, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_ZOMBIE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER_ALLY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_HEADCRAB |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BARNACLE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BULLSQUID, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CITIZEN_PASSIVE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CITIZEN_REBEL, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CONSCRIPT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HEADCRAB, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HOUNDEYE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MANHACK, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_METROPOLICE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MILITARY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_SCANNER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_STALKER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_VORTIGAUNT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_ZOMBIE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER_ALLY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_HOUNDEYE |
|
// ------------------------------------------------------------ |
|
/* |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BARNACLE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BULLSQUID, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_CITIZEN_PASSIVE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_CITIZEN_REBEL, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_COMBINE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_CONSCRIPT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_HEADCRAB, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_HOUNDEYE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_MANHACK, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_METROPOLICE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_MILITARY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_SCANNER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_STALKER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_VORTIGAUNT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_ZOMBIE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER_ALLY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
|
*/ |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_MANHACK |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BARNACLE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BULLSQUID, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CITIZEN_PASSIVE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CITIZEN_REBEL, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CONSCRIPT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HEADCRAB, D_HT,-1); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HOUNDEYE, D_HT,-1); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MANHACK, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_METROPOLICE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MILITARY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_SCANNER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_STALKER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_VORTIGAUNT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_ZOMBIE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER_ALLY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_METROPOLICE |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BARNACLE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BULLSQUID, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CITIZEN_REBEL, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CONSCRIPT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HEADCRAB, D_HT, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HOUNDEYE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MANHACK, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_METROPOLICE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MILITARY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_SCANNER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_STALKER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_VORTIGAUNT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_ZOMBIE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER_ALLY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_MILITARY |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BARNACLE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BULLSQUID, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CITIZEN_REBEL, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CONSCRIPT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HEADCRAB, D_HT, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HOUNDEYE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MANHACK, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_METROPOLICE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MILITARY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_SCANNER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_STALKER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_VORTIGAUNT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_ZOMBIE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER_ALLY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_MISSILE |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BARNACLE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BULLSQUID, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CITIZEN_REBEL, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CONSCRIPT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HEADCRAB, D_HT, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HOUNDEYE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MANHACK, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_METROPOLICE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MILITARY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_SCANNER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_STALKER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_VORTIGAUNT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_ZOMBIE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER_ALLY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER_ALLY_VITAL,D_HT, 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_ANTLION, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BARNACLE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BULLSQUID, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CITIZEN_REBEL, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CONSCRIPT, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HEADCRAB, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HOUNDEYE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_MANHACK, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_METROPOLICE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_MILITARY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_SCANNER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_STALKER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_VORTIGAUNT, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_ZOMBIE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER_ALLY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_PLAYER |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BARNACLE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BULLSEYE, D_HT, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BULLSQUID, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CITIZEN_PASSIVE, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CITIZEN_REBEL, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE_GUNSHIP, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CONSCRIPT, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HEADCRAB, D_HT, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HOUNDEYE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MANHACK, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_METROPOLICE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MILITARY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_SCANNER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_STALKER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_VORTIGAUNT, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_ZOMBIE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PROTOSNIPER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER_ALLY, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER_ALLY_VITAL,D_LI, 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_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BARNACLE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BULLSQUID, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CITIZEN_REBEL, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CONSCRIPT, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HEADCRAB, D_FR, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HOUNDEYE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MANHACK, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_METROPOLICE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MILITARY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_SCANNER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_STALKER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_VORTIGAUNT, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_ZOMBIE, D_FR, 1); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PROTOSNIPER, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY_VITAL,D_LI, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_PLAYER_ALLY_VITAL |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BARNACLE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BULLSQUID, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CITIZEN_REBEL, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CONSCRIPT, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HEADCRAB, D_HT, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HOUNDEYE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MANHACK, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_METROPOLICE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MILITARY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_SCANNER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_STALKER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_VORTIGAUNT, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_ZOMBIE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PROTOSNIPER, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER_ALLY, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER_ALLY_VITAL,D_LI, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_SCANNER |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BARNACLE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BULLSQUID, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CITIZEN_REBEL, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE_GUNSHIP, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CONSCRIPT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HEADCRAB, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HOUNDEYE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MANHACK, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_METROPOLICE, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MILITARY, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_SCANNER, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_STALKER, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_VORTIGAUNT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_ZOMBIE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PROTOSNIPER, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER_ALLY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_STALKER |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BARNACLE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BULLSQUID, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CITIZEN_PASSIVE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CITIZEN_REBEL, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CONSCRIPT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HEADCRAB, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HOUNDEYE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MANHACK, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_METROPOLICE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MILITARY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_SCANNER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_STALKER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_VORTIGAUNT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_ZOMBIE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER_ALLY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_VORTIGAUNT |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BARNACLE, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BULLSQUID, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CITIZEN_PASSIVE, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CITIZEN_REBEL, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CONSCRIPT, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HEADCRAB, D_HT, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HOUNDEYE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MANHACK, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_METROPOLICE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MILITARY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_SCANNER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_STALKER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_VORTIGAUNT, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_ZOMBIE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER_ALLY, D_LI, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER_ALLY_VITAL,D_LI, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_ZOMBIE |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BARNACLE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BULLSQUID, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CITIZEN_PASSIVE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CITIZEN_REBEL, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CONSCRIPT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HEADCRAB, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HOUNDEYE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MANHACK, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_METROPOLICE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MILITARY, D_FR, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MISSILE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_SCANNER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_STALKER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_VORTIGAUNT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_ZOMBIE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER_ALLY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_PROTOSNIPER |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_NONE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BARNACLE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BULLSQUID, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CITIZEN_PASSIVE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CITIZEN_REBEL, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE_GUNSHIP, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CONSCRIPT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_FLARE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HEADCRAB, D_HT, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HOUNDEYE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MANHACK, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_METROPOLICE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MILITARY, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MISSILE, D_NU, 5); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_SCANNER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_STALKER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_VORTIGAUNT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_ZOMBIE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PROTOSNIPER, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER_ALLY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
|
|
|
// ------------------------------------------------------------ |
|
// > CLASS_EARTH_FAUNA |
|
// |
|
// Hates pretty much everything equally except other earth fauna. |
|
// This will make the critter choose the nearest thing as its enemy. |
|
// ------------------------------------------------------------ |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_NONE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_ANTLION, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BARNACLE, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BULLSEYE, D_NU, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BULLSQUID, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CITIZEN_PASSIVE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CITIZEN_REBEL, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE_GUNSHIP, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CONSCRIPT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_FLARE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HEADCRAB, D_HT, 0); |
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HOUNDEYE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MANHACK, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_METROPOLICE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MILITARY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MISSILE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_SCANNER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_STALKER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_VORTIGAUNT, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_ZOMBIE, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PROTOSNIPER, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_EARTH_FAUNA, D_NU, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER_ALLY, D_HT, 0); |
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER_ALLY_VITAL,D_HT, 0); |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : Return classify text for classify type |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
const char* CPortalGameRules::AIClassText(int classType) |
|
{ |
|
switch (classType) |
|
{ |
|
case CLASS_NONE: return "CLASS_NONE"; |
|
case CLASS_PLAYER: return "CLASS_PLAYER"; |
|
case CLASS_ANTLION: return "CLASS_ANTLION"; |
|
case CLASS_BARNACLE: return "CLASS_BARNACLE"; |
|
case CLASS_BULLSEYE: return "CLASS_BULLSEYE"; |
|
//case CLASS_BULLSQUID: return "CLASS_BULLSQUID"; |
|
case CLASS_CITIZEN_PASSIVE: return "CLASS_CITIZEN_PASSIVE"; |
|
case CLASS_CITIZEN_REBEL: return "CLASS_CITIZEN_REBEL"; |
|
case CLASS_COMBINE: return "CLASS_COMBINE"; |
|
case CLASS_CONSCRIPT: return "CLASS_CONSCRIPT"; |
|
case CLASS_HEADCRAB: return "CLASS_HEADCRAB"; |
|
//case CLASS_HOUNDEYE: return "CLASS_HOUNDEYE"; |
|
case CLASS_MANHACK: return "CLASS_MANHACK"; |
|
case CLASS_METROPOLICE: return "CLASS_METROPOLICE"; |
|
case CLASS_MILITARY: return "CLASS_MILITARY"; |
|
case CLASS_SCANNER: return "CLASS_SCANNER"; |
|
case CLASS_STALKER: return "CLASS_STALKER"; |
|
case CLASS_VORTIGAUNT: return "CLASS_VORTIGAUNT"; |
|
case CLASS_ZOMBIE: return "CLASS_ZOMBIE"; |
|
case CLASS_PROTOSNIPER: return "CLASS_PROTOSNIPER"; |
|
case CLASS_MISSILE: return "CLASS_MISSILE"; |
|
case CLASS_FLARE: return "CLASS_FLARE"; |
|
case CLASS_EARTH_FAUNA: return "CLASS_EARTH_FAUNA"; |
|
|
|
default: return "MISSING CLASS in ClassifyText()"; |
|
} |
|
} |
|
|
|
void CPortalGameRules::PlayerThink( CBasePlayer *pPlayer ) |
|
{ |
|
} |
|
|
|
void CPortalGameRules::Think( void ) |
|
{ |
|
BaseClass::Think(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns how much damage the given ammo type should do to the victim |
|
// when fired by the attacker. |
|
// Input : pAttacker - Dude what shot the gun. |
|
// pVictim - Dude what done got shot. |
|
// nAmmoType - What been shot out. |
|
// Output : How much hurt to put on dude what done got shot (pVictim). |
|
//----------------------------------------------------------------------------- |
|
float CPortalGameRules::GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType ) |
|
{ |
|
return BaseClass::GetAmmoDamage( pAttacker, pVictim, nAmmoType ); |
|
} |
|
|
|
float CPortalGameRules::FlPlayerFallDamage( CBasePlayer *pPlayer ) |
|
{ |
|
// No fall damage in Portal! |
|
return 0.0f; |
|
} |
|
|
|
|
|
#endif //} !CLIENT_DLL |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: On starting a game, make global state changes specific to portal |
|
//----------------------------------------------------------------------------- |
|
bool CPortalGameRules::Init() |
|
{ |
|
#if !defined ( CLIENT_DLL ) |
|
// Portal never wants alternate ticks. Some low end hardware sets it in dxsupport.cfg so this will catch those cases. |
|
sv_alternateticks.SetValue( 0 ); |
|
#endif // !CLIENT_DLL |
|
|
|
return BaseClass::Init(); |
|
} |
|
|
|
// ------------------------------------------------------------------------------------ // |
|
// Shared CPortalGameRules implementation. |
|
// ------------------------------------------------------------------------------------ // |
|
bool CPortalGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 ) |
|
{ |
|
// If it's a portal, we want to collide with it! |
|
/*if ( collisionGroup0 == PORTALCOLLISION_GROUP_PORTAL && collisionGroup1 != PORTALCOLLISION_GROUP_PORTAL || |
|
collisionGroup1 == PORTALCOLLISION_GROUP_PORTAL && collisionGroup0 != PORTALCOLLISION_GROUP_PORTAL ) |
|
{ |
|
return true; |
|
}*/ |
|
|
|
return BaseClass::ShouldCollide( collisionGroup0, collisionGroup1 ); |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CPortalGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *pEntity) |
|
{ |
|
#ifdef CLIENT_DLL |
|
return false; |
|
#endif |
|
|
|
if( !sv_robust_explosions.GetBool() ) |
|
return false; |
|
|
|
if( !pEntity->IsNPC() ) |
|
{ |
|
// Only NPC's |
|
return false; |
|
} |
|
|
|
#ifndef CLIENT_DLL |
|
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer(); |
|
if( pNPC->CapabilitiesGet() & bits_CAP_SIMPLE_RADIUS_DAMAGE ) |
|
{ |
|
// This NPC only eligible for simple radius damage. |
|
return false; |
|
} |
|
#endif//CLIENT_DLL |
|
|
|
return true; |
|
} |
|
|
|
#ifndef CLIENT_DLL |
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
bool CPortalGameRules::ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) |
|
{ |
|
return sk_allow_autoaim.GetBool() != 0; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
//--------------------------------------------------------- |
|
float CPortalGameRules::GetAutoAimScale( CBasePlayer *pPlayer ) |
|
{ |
|
switch( GetSkillLevel() ) |
|
{ |
|
case SKILL_EASY: |
|
return sk_autoaim_scale1.GetFloat(); |
|
|
|
case SKILL_MEDIUM: |
|
return sk_autoaim_scale2.GetFloat(); |
|
|
|
default: |
|
return 0.0f; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// This takes the long way around to see if a prop should emit a DLIGHT when it |
|
// ignites, to avoid having Alyx-related code in props.cpp. |
|
//----------------------------------------------------------------------------- |
|
bool CPortalGameRules::ShouldBurningPropsEmitLight() |
|
{ |
|
return false; |
|
} |
|
|
|
//--------------------------------------------------------- |
|
// This is the only way we can silence the radio sound from the first room without touching them map -- jdw |
|
//--------------------------------------------------------- |
|
bool CPortalGameRules::ShouldRemoveRadio( void ) |
|
{ |
|
IAchievement *pHeartbreaker = g_AchievementMgrPortal.GetAchievementByName( "PORTAL_BEAT_GAME" ); |
|
if ( pHeartbreaker && pHeartbreaker->IsAchieved() ) |
|
return true; |
|
|
|
return false; |
|
} |
|
|
|
|
|
#endif//CLIENT_DLL |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
bool CPortalGameRules::IsBonusChallengeTimeBased( void ) |
|
{ |
|
CBasePlayer* pPlayer = UTIL_PlayerByIndex( 1 ); |
|
if ( !pPlayer ) |
|
return true; |
|
|
|
int iBonusChallenge = pPlayer->GetBonusChallenge(); |
|
if ( iBonusChallenge == PORTAL_CHALLENGE_TIME || iBonusChallenge == PORTAL_CHALLENGE_NONE ) |
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return true; |
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return false; |
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} |
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#endif |
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// ------------------------------------------------------------------------------------ // |
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// Global functions. |
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// ------------------------------------------------------------------------------------ // |
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// shared ammo definition |
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// JAY: Trying to make a more physical bullet response |
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#define BULLET_MASS_GRAINS_TO_LB(grains) (0.002285*(grains)/16.0f) |
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#define BULLET_MASS_GRAINS_TO_KG(grains) lbs2kg(BULLET_MASS_GRAINS_TO_LB(grains)) |
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// exaggerate all of the forces, but use real numbers to keep them consistent |
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#define BULLET_IMPULSE_EXAGGERATION 3.5 |
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// convert a velocity in ft/sec and a mass in grains to an impulse in kg in/s |
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#define BULLET_IMPULSE(grains, ftpersec) ((ftpersec)*12*BULLET_MASS_GRAINS_TO_KG(grains)*BULLET_IMPULSE_EXAGGERATION) |
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CAmmoDef *GetAmmoDef() |
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{ |
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static CAmmoDef def; |
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static bool bInitted = false; |
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if ( !bInitted ) |
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{ |
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bInitted = true; |
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def.AddAmmoType("AR2", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_ar2", "sk_npc_dmg_ar2", "sk_max_ar2", BULLET_IMPULSE(200, 1225), 0 ); |
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def.AddAmmoType("AlyxGun", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_alyxgun", "sk_npc_dmg_alyxgun", "sk_max_alyxgun", BULLET_IMPULSE(200, 1225), 0 ); |
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def.AddAmmoType("Pistol", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_pistol", "sk_npc_dmg_pistol", "sk_max_pistol", BULLET_IMPULSE(200, 1225), 0 ); |
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def.AddAmmoType("SMG1", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_smg1", "sk_npc_dmg_smg1", "sk_max_smg1", BULLET_IMPULSE(200, 1225), 0 ); |
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def.AddAmmoType("357", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_357", "sk_npc_dmg_357", "sk_max_357", BULLET_IMPULSE(800, 5000), 0 ); |
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def.AddAmmoType("XBowBolt", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_crossbow", "sk_npc_dmg_crossbow", "sk_max_crossbow", BULLET_IMPULSE(800, 8000), 0 ); |
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def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, "sk_plr_dmg_buckshot", "sk_npc_dmg_buckshot", "sk_max_buckshot", BULLET_IMPULSE(400, 1200), 0 ); |
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def.AddAmmoType("RPG_Round", DMG_BURN, TRACER_NONE, "sk_plr_dmg_rpg_round", "sk_npc_dmg_rpg_round", "sk_max_rpg_round", 0, 0 ); |
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def.AddAmmoType("SMG1_Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_smg1_grenade", "sk_npc_dmg_smg1_grenade", "sk_max_smg1_grenade", 0, 0 ); |
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def.AddAmmoType("SniperRound", DMG_BULLET | DMG_SNIPER, TRACER_NONE, "sk_plr_dmg_sniper_round", "sk_npc_dmg_sniper_round", "sk_max_sniper_round", BULLET_IMPULSE(650, 6000), 0 ); |
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def.AddAmmoType("SniperPenetratedRound", DMG_BULLET | DMG_SNIPER, TRACER_NONE, "sk_dmg_sniper_penetrate_plr", "sk_dmg_sniper_penetrate_npc", "sk_max_sniper_round", BULLET_IMPULSE(150, 6000), 0 ); |
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def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_grenade", 0, 0); |
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def.AddAmmoType("Thumper", DMG_SONIC, TRACER_NONE, 10, 10, 2, 0, 0 ); |
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def.AddAmmoType("Gravity", DMG_CLUB, TRACER_NONE, 0, 0, 8, 0, 0 ); |
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def.AddAmmoType("Battery", DMG_CLUB, TRACER_NONE, 0, 0, 0, 0, 0 ); |
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def.AddAmmoType("GaussEnergy", DMG_SHOCK, TRACER_NONE, "sk_jeep_gauss_damage", "sk_jeep_gauss_damage", "sk_max_gauss_round", BULLET_IMPULSE(650, 8000), 0 ); // hit like a 10kg weight at 400 in/s |
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def.AddAmmoType("CombineCannon", DMG_BULLET, TRACER_LINE, "sk_npc_dmg_gunship_to_plr", "sk_npc_dmg_gunship", NULL, 1.5 * 750 * 12, 0 ); // hit like a 1.5kg weight at 750 ft/s |
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def.AddAmmoType("AirboatGun", DMG_AIRBOAT, TRACER_LINE, "sk_plr_dmg_airboat", "sk_npc_dmg_airboat", NULL, BULLET_IMPULSE(10, 600), 0 ); |
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def.AddAmmoType("StriderMinigun", DMG_BULLET, TRACER_LINE, 5, 5, 15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s |
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def.AddAmmoType("HelicopterGun", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_npc_dmg_helicopter_to_plr", "sk_npc_dmg_helicopter", "sk_max_smg1", BULLET_IMPULSE(400, 1225), AMMO_FORCE_DROP_IF_CARRIED | AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER ); |
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def.AddAmmoType("AR2AltFire", DMG_DISSOLVE, TRACER_NONE, 0, 0, "sk_max_ar2_altfire", 0, 0 ); |
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#ifdef HL2_EPISODIC |
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def.AddAmmoType("Hopwire", DMG_BLAST, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_hopwire", 0, 0); |
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def.AddAmmoType("CombineHeavyCannon", DMG_BULLET, TRACER_LINE, 40, 40, NULL, 1.5 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 100 kg weight at 750 ft/s |
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def.AddAmmoType("ammo_proto1", DMG_BULLET, TRACER_LINE, 0, 0, 10, 0, 0 ); |
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#endif // HL2_EPISODIC |
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} |
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return &def; |
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} |
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