Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// NOTE: Inserting to most or all of the enums in this file will BREAK DEMOS -
// please add to the end instead.
//
//=============================================================================
#ifndef TF_SHAREDDEFS_H
#define TF_SHAREDDEFS_H
#ifdef _WIN32
#pragma once
#endif
#include "shareddefs.h"
#include "mp_shareddefs.h"
#include "tf_matchmaking_shared.h"
// Using MAP_DEBUG mode?
#ifdef MAP_DEBUG
#define MDEBUG(x) x
#else
#define MDEBUG(x)
#endif
#define MAX_MVM_WAVE_STRING 256
//-----------------------------------------------------------------------------
// Teams.
//-----------------------------------------------------------------------------
enum
{
TF_TEAM_RED = LAST_SHARED_TEAM+1,
TF_TEAM_BLUE,
TF_TEAM_COUNT
};
#define TF_TEAM_AUTOASSIGN (TF_TEAM_COUNT + 1 )
#define TF_TEAM_HALLOWEEN TF_TEAM_AUTOASSIGN
#define TF_TEAM_PVE_INVADERS TF_TEAM_BLUE // invading bot team in mann vs machine
#define TF_TEAM_PVE_DEFENDERS TF_TEAM_RED // defending player team in mann vs machine
#define TF_TEAM_PVE_INVADERS_GIANTS 4 // hack for replacing visuals via itemdef
extern const char *g_aTeamNames[TF_TEAM_COUNT];
extern color32 g_aTeamColors[TF_TEAM_COUNT];
#define COLOR_TF_SPECTATOR Color( 245, 229, 196, 255 )
#define COLOR_TF_RED Color( 175, 73, 73, 255 )
#define COLOR_TF_BLUE Color( 79, 117, 143, 255 )
#define CONTENTS_REDTEAM CONTENTS_TEAM1
#define CONTENTS_BLUETEAM CONTENTS_TEAM2
enum
{
TF_ARENA_NOTIFICATION_CAREFUL = 0,
TF_ARENA_NOTIFICATION_SITOUT,
TF_ARENA_NOTIFICATION_NOPLAYERS,
};
// Team roles
enum
{
TEAM_ROLE_NONE = 0,
TEAM_ROLE_DEFENDERS,
TEAM_ROLE_ATTACKERS,
NUM_TEAM_ROLES,
};
enum HalloweenBossType
{
HALLOWEEN_BOSS_INVALID = 0,
HALLOWEEN_BOSS_HHH = 1,
HALLOWEEN_BOSS_MONOCULUS = 2,
HALLOWEEN_BOSS_MERASMUS = 3,
};
// common utility
inline int GetEnemyTeam( int team )
{
if ( team == TF_TEAM_RED )
return TF_TEAM_BLUE;
if ( team == TF_TEAM_BLUE )
return TF_TEAM_RED;
// no enemy team
return team;
}
// Is this a active in-game team, vs spectator/unassigned/special-values/etc.
inline bool BIsGameTeam( int team )
{
return team >= FIRST_GAME_TEAM;
}
inline bool BAreTeamsEnemies( int team, int otherTeam )
{
// Right now all game teams are enemies in TF -- We may want to change this in the future for special mechanics/etc.
return BIsGameTeam( team ) && BIsGameTeam( otherTeam ) && team != otherTeam;
}
enum PowerupBottleType_t
{
POWERUP_BOTTLE_NONE,
POWERUP_BOTTLE_CRITBOOST,
POWERUP_BOTTLE_UBERCHARGE,
POWERUP_BOTTLE_RECALL,
POWERUP_BOTTLE_REFILL_AMMO,
POWERUP_BOTTLE_BUILDINGS_INSTANT_UPGRADE,
POWERUP_BOTTLE_RADIUS_STEALTH,
#ifdef STAGING_ONLY
POWERUP_BOTTLE_SEE_CASH_THROUGH_WALL,
#endif
POWERUP_BOTTLE_TOTAL
};
enum
{
MVM_EVENT_POPFILE_NONE = 0,
MVM_EVENT_POPFILE_HALLOWEEN,
MVM_EVENT_POPFILE_MAX_TYPES,
};
enum
{
DRAW_ARROW_UP,
DRAW_ARROW_LEFT,
DRAW_ARROW_RIGHT
};
//-----------------------------------------------------------------------------
// CVar replacements
//-----------------------------------------------------------------------------
#define TF_DAMAGE_CRIT_CHANCE 0.02f
#define TF_DAMAGE_CRIT_CHANCE_RAPID 0.02f
#define TF_DAMAGE_CRIT_DURATION_RAPID 2.0f
#define TF_DAMAGE_CRIT_CHANCE_MELEE 0.15f
#define TF_DAMAGE_CRITMOD_MAXTIME 20
#define TF_DAMAGE_CRITMOD_MINTIME 2
#define TF_DAMAGE_CRITMOD_DAMAGE 800
#define TF_DAMAGE_CRITMOD_MAXMULT 6
#define TF_DAMAGE_CRIT_MULTIPLIER 3.0f
#define TF_DAMAGE_MINICRIT_MULTIPLIER 1.35f
//-----------------------------------------------------------------------------
// TF-specific viewport panels
//-----------------------------------------------------------------------------
#define PANEL_CLASS_BLUE "class_blue"
#define PANEL_CLASS_RED "class_red"
#define PANEL_MAPINFO "mapinfo"
#define PANEL_ROUNDINFO "roundinfo"
#define PANEL_CHARACTER_INFO "character_info"
#define PANEL_ARENA_WIN "arenawinpanel"
#define PANEL_ARENA_TEAM "arenateampanel"
#define PANEL_PVE_WIN "pvewinpanel"
#define PANEL_GIVEAWAY_ITEM "giveaway_item"
#define PANEL_MAINMENUOVERRIDE "MainMenuOverride"
#define PANEL_QUEST_LOG "QuestLog"
// file we'll save our list of viewed intro movies in
#define MOVIES_FILE "viewed.res"
#define TF_WEAPON_TAUNT_FRONTIER_JUSTICE_GUITAR_MODEL "models/player/items/engineer/guitar.mdl"
//-----------------------------------------------------------------------------
// Used in calculating the health percentage of a player
//-----------------------------------------------------------------------------
#define TF_HEALTH_UNDEFINED 1
//-----------------------------------------------------------------------------
// Used to mark a spy's disguise attribute (team or class) as "unused"
//-----------------------------------------------------------------------------
#define TF_SPY_UNDEFINED TEAM_UNASSIGNED
//-----------------------------------------------------------------------------
// Player Classes.
//-----------------------------------------------------------------------------
#define TF_CLASS_COUNT ( TF_CLASS_COUNT_ALL )
#define TF_FIRST_NORMAL_CLASS ( TF_CLASS_UNDEFINED + 1 )
#define TF_LAST_NORMAL_CLASS ( TF_CLASS_CIVILIAN )
#define TF_CLASS_MENU_BUTTONS ( TF_CLASS_RANDOM + 1 )
enum
{
TF_CLASS_UNDEFINED = 0,
TF_CLASS_SCOUT, // TF_FIRST_NORMAL_CLASS
TF_CLASS_SNIPER,
TF_CLASS_SOLDIER,
TF_CLASS_DEMOMAN,
TF_CLASS_MEDIC,
TF_CLASS_HEAVYWEAPONS,
TF_CLASS_PYRO,
TF_CLASS_SPY,
TF_CLASS_ENGINEER,
// Add any new classes after Engineer
TF_CLASS_CIVILIAN, // TF_LAST_NORMAL_CLASS
TF_CLASS_COUNT_ALL,
TF_CLASS_RANDOM
};
inline bool IsValidTFPlayerClass( int iClass ) { return iClass >= TF_FIRST_NORMAL_CLASS && iClass < TF_LAST_NORMAL_CLASS; }
inline bool IsValidTFTeam( int iTeam ) { return iTeam == TF_TEAM_RED || iTeam == TF_TEAM_BLUE; }
#define FOR_EACH_NORMAL_PLAYER_CLASS( _i ) for ( int _i = TF_FIRST_NORMAL_CLASS; _i < TF_LAST_NORMAL_CLASS; _i++ )
extern const char *g_aPlayerClassNames[TF_CLASS_MENU_BUTTONS]; // localization keys
extern const char *g_aPlayerClassNames_NonLocalized[TF_CLASS_MENU_BUTTONS]; // non-localized class names
extern const char *g_aRawPlayerClassNamesShort[TF_CLASS_MENU_BUTTONS]; // raw class names, useful for formatting resource/material filenames - "heavy" instead of "heavyweapons" and "demo" instead of "demoman"
extern const char *g_aRawPlayerClassNames[TF_CLASS_MENU_BUTTONS]; // raw class names, useful for formatting resource/material filenames
extern const char g_szPlayerRobotModels[TF_LAST_NORMAL_CLASS][ MAX_PATH ];
extern const char g_szBotModels[TF_LAST_NORMAL_CLASS][ MAX_PATH ];
extern const char g_szBotBossModels[TF_LAST_NORMAL_CLASS][ MAX_PATH ];
extern const char g_szBotBossSentryBusterModel[ MAX_PATH ];
extern const char g_szRomePromoItems_Hat[TF_LAST_NORMAL_CLASS][ MAX_PATH ];
extern const char g_szRomePromoItems_Misc[TF_LAST_NORMAL_CLASS][ MAX_PATH ];
int GetClassIndexFromString( const char *pClassName, int nLastClassIndex = TF_LAST_NORMAL_CLASS );
// menu buttons are not in the same order as the defines
extern int iRemapIndexToClass[TF_CLASS_MENU_BUTTONS];
int GetRemappedMenuIndexForClass( int iClass );
extern const char *g_pszBreadModels[];
//-----------------------------------------------------------------------------
// For entity_capture_flags to use when placed in the world
// NOTE: Inserting to most or all of the enums in this file will BREAK DEMOS -
// please add to the end instead.
//-----------------------------------------------------------------------------
enum ETFFlagType
{
TF_FLAGTYPE_CTF = 0,
TF_FLAGTYPE_ATTACK_DEFEND,
TF_FLAGTYPE_TERRITORY_CONTROL,
TF_FLAGTYPE_INVADE,
TF_FLAGTYPE_RESOURCE_CONTROL,
TF_FLAGTYPE_ROBOT_DESTRUCTION,
TF_FLAGTYPE_PLAYER_DESTRUCTION
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
};
//-----------------------------------------------------------------------------
// For the game rules to determine which type of game we're playing
//
// NOTE: Inserting to most or all of the enums in this file will BREAK DEMOS -
// please add to the end instead.
//-----------------------------------------------------------------------------
enum ETFGameType
{
TF_GAMETYPE_UNDEFINED = 0,
TF_GAMETYPE_CTF,
TF_GAMETYPE_CP,
TF_GAMETYPE_ESCORT,
TF_GAMETYPE_ARENA,
TF_GAMETYPE_MVM,
TF_GAMETYPE_RD,
TF_GAMETYPE_PASSTIME,
TF_GAMETYPE_PD,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
TF_GAMETYPE_COUNT
};
const char *GetGameTypeName( ETFGameType gameType );
const char *GetEnumGameTypeName( ETFGameType gameType );
ETFGameType GetGameTypeFromName( const char *pszGameType );
//=============================================================================
// HPE_BEGIN:
// [msmith] Added a HUD type so that we can have the hud independent from the
// game type. This is useful in training where we want a training hud
// Instead of the other types of HUD.
//=============================================================================
enum
{
TF_HUDTYPE_UNDEFINED = 0,
TF_HUDTYPE_CTF,
TF_HUDTYPE_CP,
TF_HUDTYPE_ESCORT,
TF_HUDTYPE_ARENA,
TF_HUDTYPE_TRAINING,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
};
//=============================================================================
// HPE_END
//=============================================================================
//-----------------------------------------------------------------------------
// Buildings.
//-----------------------------------------------------------------------------
enum
{
TF_BUILDING_SENTRY = (1<<0),
TF_BUILDING_DISPENSER = (1<<1),
TF_BUILDING_TELEPORT = (1<<2),
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
};
//-----------------------------------------------------------------------------
// Items.
//-----------------------------------------------------------------------------
enum
{
TF_ITEM_UNDEFINED = 0,
TF_ITEM_CAPTURE_FLAG = (1<<0),
TF_ITEM_HEALTH_KIT = (1<<1),
TF_ITEM_ARMOR = (1<<2),
TF_ITEM_AMMO_PACK = (1<<3),
TF_ITEM_GRENADE_PACK = (1<<4),
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
};
//-----------------------------------------------------------------------------
// Ammo.
//-----------------------------------------------------------------------------
enum ETFAmmoType
{
TF_AMMO_DUMMY = 0, // Dummy index to make the CAmmoDef indices correct for the other ammo types.
TF_AMMO_PRIMARY,
TF_AMMO_SECONDARY,
TF_AMMO_METAL,
TF_AMMO_GRENADES1,
TF_AMMO_GRENADES2,
TF_AMMO_GRENADES3, // Utility Slot Grenades
TF_AMMO_COUNT,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
};
const char *GetAmmoName( int iAmmoType );
//-----------------------------------------------------------------------------
// Weapons.
//-----------------------------------------------------------------------------
#define TF_PLAYER_WEAPON_COUNT 6
#define TF_PLAYER_GRENADE_COUNT 2
#define TF_PLAYER_BUILDABLE_COUNT 3
#define TF_PLAYER_BLUEPRINT_COUNT 6
#define TF_WEAPON_PRIMARY_MODE 0
#define TF_WEAPON_SECONDARY_MODE 1
#define TF_WEAPON_GRENADE_FRICTION 0.6f
#define TF_WEAPON_GRENADE_GRAVITY 0.81f
#define TF_WEAPON_GRENADE_INITPRIME 0.8f
#define TF_WEAPON_GRENADE_CONCUSSION_TIME 15.0f
#define TF_WEAPON_GRENADE_MIRV_BOMB_COUNT 4
#define TF_WEAPON_GRENADE_CALTROP_TIME 8.0f
#define TF_WEAPON_PIPEBOMB_WORLD_COUNT 15
#define TF_WEAPON_PIPEBOMB_COUNT 8
#define TF_WEAPON_PIPEBOMB_INTERVAL 0.6f
#define TF_WEAPON_ROCKET_INTERVAL 0.8f
#define TF_WEAPON_FLAMETHROWER_INTERVAL 0.15f
#define TF_WEAPON_FLAMETHROWER_ROCKET_INTERVAL 0.8f
#define TF_WEAPON_ZOOM_FOV 20
//
// NOTE: Inserting to most or all of the enums in this file will BREAK DEMOS -
// please add to the end instead.
//
enum ETFWeaponType
{
TF_WEAPON_NONE = 0,
TF_WEAPON_BAT,
TF_WEAPON_BAT_WOOD,
TF_WEAPON_BOTTLE,
TF_WEAPON_FIREAXE,
TF_WEAPON_CLUB,
TF_WEAPON_CROWBAR,
TF_WEAPON_KNIFE,
TF_WEAPON_FISTS,
TF_WEAPON_SHOVEL,
TF_WEAPON_WRENCH,
TF_WEAPON_BONESAW,
TF_WEAPON_SHOTGUN_PRIMARY,
TF_WEAPON_SHOTGUN_SOLDIER,
TF_WEAPON_SHOTGUN_HWG,
TF_WEAPON_SHOTGUN_PYRO,
TF_WEAPON_SCATTERGUN,
TF_WEAPON_SNIPERRIFLE,
TF_WEAPON_MINIGUN,
TF_WEAPON_SMG,
TF_WEAPON_SYRINGEGUN_MEDIC,
TF_WEAPON_TRANQ,
TF_WEAPON_ROCKETLAUNCHER,
TF_WEAPON_GRENADELAUNCHER,
TF_WEAPON_PIPEBOMBLAUNCHER,
TF_WEAPON_FLAMETHROWER,
TF_WEAPON_GRENADE_NORMAL,
TF_WEAPON_GRENADE_CONCUSSION,
TF_WEAPON_GRENADE_NAIL,
TF_WEAPON_GRENADE_MIRV,
TF_WEAPON_GRENADE_MIRV_DEMOMAN,
TF_WEAPON_GRENADE_NAPALM,
TF_WEAPON_GRENADE_GAS,
TF_WEAPON_GRENADE_EMP,
TF_WEAPON_GRENADE_CALTROP,
TF_WEAPON_GRENADE_PIPEBOMB,
TF_WEAPON_GRENADE_SMOKE_BOMB,
TF_WEAPON_GRENADE_HEAL,
TF_WEAPON_GRENADE_STUNBALL,
TF_WEAPON_GRENADE_JAR,
TF_WEAPON_GRENADE_JAR_MILK,
TF_WEAPON_PISTOL,
TF_WEAPON_PISTOL_SCOUT,
TF_WEAPON_REVOLVER,
TF_WEAPON_NAILGUN,
TF_WEAPON_PDA,
TF_WEAPON_PDA_ENGINEER_BUILD,
TF_WEAPON_PDA_ENGINEER_DESTROY,
TF_WEAPON_PDA_SPY,
TF_WEAPON_BUILDER,
TF_WEAPON_MEDIGUN,
TF_WEAPON_GRENADE_MIRVBOMB,
TF_WEAPON_FLAMETHROWER_ROCKET,
TF_WEAPON_GRENADE_DEMOMAN,
TF_WEAPON_SENTRY_BULLET,
TF_WEAPON_SENTRY_ROCKET,
TF_WEAPON_DISPENSER,
TF_WEAPON_INVIS,
TF_WEAPON_FLAREGUN,
TF_WEAPON_LUNCHBOX,
TF_WEAPON_JAR,
TF_WEAPON_COMPOUND_BOW,
TF_WEAPON_BUFF_ITEM,
TF_WEAPON_PUMPKIN_BOMB,
TF_WEAPON_SWORD,
TF_WEAPON_ROCKETLAUNCHER_DIRECTHIT,
TF_WEAPON_LIFELINE,
TF_WEAPON_LASER_POINTER,
TF_WEAPON_DISPENSER_GUN,
TF_WEAPON_SENTRY_REVENGE,
TF_WEAPON_JAR_MILK,
TF_WEAPON_HANDGUN_SCOUT_PRIMARY,
TF_WEAPON_BAT_FISH,
TF_WEAPON_CROSSBOW,
TF_WEAPON_STICKBOMB,
TF_WEAPON_HANDGUN_SCOUT_SECONDARY,
TF_WEAPON_SODA_POPPER,
TF_WEAPON_SNIPERRIFLE_DECAP,
TF_WEAPON_RAYGUN,
TF_WEAPON_PARTICLE_CANNON,
TF_WEAPON_MECHANICAL_ARM,
TF_WEAPON_DRG_POMSON,
TF_WEAPON_BAT_GIFTWRAP,
TF_WEAPON_GRENADE_ORNAMENT_BALL,
TF_WEAPON_FLAREGUN_REVENGE,
TF_WEAPON_PEP_BRAWLER_BLASTER,
TF_WEAPON_CLEAVER,
TF_WEAPON_GRENADE_CLEAVER,
TF_WEAPON_STICKY_BALL_LAUNCHER,
TF_WEAPON_GRENADE_STICKY_BALL,
TF_WEAPON_SHOTGUN_BUILDING_RESCUE,
TF_WEAPON_CANNON,
TF_WEAPON_THROWABLE,
TF_WEAPON_GRENADE_THROWABLE,
TF_WEAPON_PDA_SPY_BUILD,
TF_WEAPON_GRENADE_WATERBALLOON,
TF_WEAPON_HARVESTER_SAW,
TF_WEAPON_SPELLBOOK,
TF_WEAPON_SPELLBOOK_PROJECTILE,
TF_WEAPON_SNIPERRIFLE_CLASSIC,
TF_WEAPON_PARACHUTE,
TF_WEAPON_GRAPPLINGHOOK,
TF_WEAPON_PASSTIME_GUN,
#ifdef STAGING_ONLY
TF_WEAPON_SNIPERRIFLE_REVOLVER,
#endif
TF_WEAPON_CHARGED_SMG,
//
// ADD NEW WEAPONS HERE TO AVOID BREAKING DEMOS
//
TF_WEAPON_COUNT
};
extern const char *g_aWeaponNames[TF_WEAPON_COUNT];
extern int g_aWeaponDamageTypes[TF_WEAPON_COUNT];
int GetWeaponId( const char *pszWeaponName );
#ifdef GAME_DLL
int GetWeaponFromDamage( const CTakeDamageInfo &info );
#endif
int GetBuildableId( const char *pszBuildableName );
const char *WeaponIdToAlias( int iWeapon );
// Only TF specific classes that derives from CBaseProjectile should OVERRIDE GetBaseProjectileType()
enum BaseProjectileType_t
{
TF_BASE_PROJECTILE_GRENADE, // CTFWeaponBaseGrenadeProj
// add new entries here!
};
// Item definitions look into this array by hard-coded indices, so do not add entries
// anywhere except the end!
enum ProjectileType_t
{
TF_PROJECTILE_NONE,
TF_PROJECTILE_BULLET,
TF_PROJECTILE_ROCKET,
TF_PROJECTILE_PIPEBOMB,
TF_PROJECTILE_PIPEBOMB_REMOTE,
TF_PROJECTILE_SYRINGE,
TF_PROJECTILE_FLARE,
TF_PROJECTILE_JAR,
TF_PROJECTILE_ARROW,
TF_PROJECTILE_FLAME_ROCKET,
TF_PROJECTILE_JAR_MILK,
TF_PROJECTILE_HEALING_BOLT,
TF_PROJECTILE_ENERGY_BALL,
TF_PROJECTILE_ENERGY_RING,
TF_PROJECTILE_PIPEBOMB_PRACTICE,
TF_PROJECTILE_CLEAVER,
TF_PROJECTILE_STICKY_BALL,
TF_PROJECTILE_CANNONBALL,
TF_PROJECTILE_BUILDING_REPAIR_BOLT,
TF_PROJECTILE_FESTIVE_ARROW,
TF_PROJECTILE_THROWABLE,
TF_PROJECTILE_SPELL,
TF_PROJECTILE_FESTIVE_JAR,
TF_PROJECTILE_FESTIVE_HEALING_BOLT,
TF_PROJECTILE_BREADMONSTER_JARATE,
TF_PROJECTILE_BREADMONSTER_MADMILK,
TF_PROJECTILE_GRAPPLINGHOOK,
TF_PROJECTILE_SENTRY_ROCKET,
TF_PROJECTILE_BREAD_MONSTER,
#ifdef STAGING_ONLY
// STAGING ONLY
TF_PROJECTILE_TRANQ,
TF_PROJECTILE_SNIPERBULLET,
TF_PROJECTILE_THROWING_KNIFE,
TF_PROJECTILE_GRENADE_CONCUSSION,
TF_PROJECTILE_GRENADE_TELEPORT,
TF_PROJECTILE_MILK_BOLT,
#endif
// Add new entries here!
TF_NUM_PROJECTILES
};
extern const char *g_szProjectileNames[];
enum medigun_charge_types
{
MEDIGUN_CHARGE_INVALID = -1,
MEDIGUN_CHARGE_INVULN = 0,
MEDIGUN_CHARGE_CRITICALBOOST,
MEDIGUN_CHARGE_MEGAHEAL,
MEDIGUN_CHARGE_BULLET_RESIST,
MEDIGUN_CHARGE_BLAST_RESIST,
MEDIGUN_CHARGE_FIRE_RESIST,
MEDIGUN_NUM_CHARGE_TYPES,
};
enum arrow_models
{
MODEL_ARROW_REGULAR,
MODEL_ARROW_BUILDING_REPAIR,
MODEL_SNOWBALL,
MODEL_FESTIVE_ARROW_REGULAR,
MODEL_SYRINGE,
MODEL_FESTIVE_HEALING_BOLT,
MODEL_BREAD_MONSTER,
MODEL_GRAPPLINGHOOK,
// Staging
MODEL_THROWING_KNIFE,
TF_ARROW_MODEL_COUNT
};
extern const char *g_pszArrowModels[];
//-----------------------------------------------------------------------------
// Dead Calling Cards
//-----------------------------------------------------------------------------
enum death_calling_card_models
{
CALLING_CARD_NONE = 0, // Empty at zero
CALLING_CARD_MILKMAN = 1, // Scout PolyCount Set
CALLING_CARD_CROC, // Sniper PolyCount Set
CALLING_CARD_TANKBUSTER, // Solider PolyCount Set
CALLING_CARD_GASJOCKEY, // Pyro PolyCount Set
TF_CALLING_CARD_MODEL_COUNT
};
extern const char *g_pszDeathCallingCardModels[TF_CALLING_CARD_MODEL_COUNT];
#ifdef TF_CLIENT_DLL
extern const char *g_pszInvasionMaps[];
bool IsPlayingInvasionMap( void );
#define SCOREBOARD_DOMINATION_ICONS 17
#define SCOREBOARD_CLASS_ICONS 19
#define SCOREBOARD_PING_ICONS 6
extern const char *g_pszClassIcons[];
extern const char *g_pszClassIconsAlt[];
extern const char *g_pszCompetitiveMedalImages[];
extern const char *g_pszItemClassImagesRed[];
extern const char *g_pszItemClassImagesBlue[];
#endif // TF_CLIENT_DLL
//-----------------------------------------------------------------------------
// Attributes.
//-----------------------------------------------------------------------------
#define TF_PLAYER_VIEW_OFFSET Vector( 0, 0, 64.0 ) //--> see GetViewVectors()
//-----------------------------------------------------------------------------
// TF Player Condition.
//-----------------------------------------------------------------------------
// Burning
#define TF_BURNING_FREQUENCY 0.5f
#define TF_BURNING_FLAME_LIFE 10.0
#define TF_BURNING_FLAME_LIFE_PYRO 0.25 // pyro only displays burning effect momentarily
#define TF_BURNING_FLAME_LIFE_FLARE 10.0
#define TF_BURNING_FLAME_LIFE_PLASMA 6.0
#define TF_BURNING_DMG 3
// Bleeding
#define TF_BLEEDING_FREQUENCY 0.5f
#define TF_BLEEDING_DMG 4
// disguising
#define TF_TIME_TO_DISGUISE 2.0f
#define TF_TIME_TO_QUICK_DISGUISE 0.5f
#define TF_TIME_TO_SHOW_DISGUISED_FINISHED_EFFECT 5.0
// phasing
#define TF_SCOUT_NUMBEROFPHASEATTACHMENTS 5
#define SHOW_DISGUISE_EFFECT 1
#define TF_DISGUISE_TARGET_INDEX_NONE ( MAX_PLAYERS + 1 )
#define TF_PLAYER_INDEX_NONE ( MAX_PLAYERS + 1 )
//
// ADD NEW WEAPONS HERE TO AVOID BREAKING DEMOS
//
enum ETFCond
{
TF_COND_INVALID = -1,
TF_COND_AIMING = 0, // Sniper aiming, Heavy minigun.
TF_COND_ZOOMED,
TF_COND_DISGUISING,
TF_COND_DISGUISED,
TF_COND_STEALTHED, // Spy specific
TF_COND_INVULNERABLE,
TF_COND_TELEPORTED,
TF_COND_TAUNTING,
TF_COND_INVULNERABLE_WEARINGOFF,
TF_COND_STEALTHED_BLINK,
TF_COND_SELECTED_TO_TELEPORT,
TF_COND_CRITBOOSTED, // DO NOT RE-USE THIS -- THIS IS FOR KRITZKRIEG AND REVENGE CRITS ONLY
TF_COND_TMPDAMAGEBONUS,
TF_COND_FEIGN_DEATH,
TF_COND_PHASE,
TF_COND_STUNNED, // Any type of stun. Check iStunFlags for more info.
TF_COND_OFFENSEBUFF,
TF_COND_SHIELD_CHARGE,
TF_COND_DEMO_BUFF,
TF_COND_ENERGY_BUFF,
TF_COND_RADIUSHEAL,
TF_COND_HEALTH_BUFF,
TF_COND_BURNING,
TF_COND_HEALTH_OVERHEALED,
TF_COND_URINE,
TF_COND_BLEEDING,
TF_COND_DEFENSEBUFF, // 35% defense! No crit damage.
TF_COND_MAD_MILK,
TF_COND_MEGAHEAL,
TF_COND_REGENONDAMAGEBUFF,
TF_COND_MARKEDFORDEATH,
TF_COND_NOHEALINGDAMAGEBUFF,
TF_COND_SPEED_BOOST, // = 32
TF_COND_CRITBOOSTED_PUMPKIN, // Brandon hates bits
TF_COND_CRITBOOSTED_USER_BUFF,
TF_COND_CRITBOOSTED_DEMO_CHARGE,
TF_COND_SODAPOPPER_HYPE,
TF_COND_CRITBOOSTED_FIRST_BLOOD, // arena mode first blood
TF_COND_CRITBOOSTED_BONUS_TIME,
TF_COND_CRITBOOSTED_CTF_CAPTURE,
TF_COND_CRITBOOSTED_ON_KILL, // =40. KGB, etc.
TF_COND_CANNOT_SWITCH_FROM_MELEE,
TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK, // 35% defense! Still damaged by crits.
TF_COND_REPROGRAMMED, // Bots only
TF_COND_CRITBOOSTED_RAGE_BUFF,
TF_COND_DEFENSEBUFF_HIGH, // 75% defense! Still damaged by crits.
TF_COND_SNIPERCHARGE_RAGE_BUFF, // Sniper Rage - Charge time speed up
TF_COND_DISGUISE_WEARINGOFF, // Applied for half-second post-disguise
TF_COND_MARKEDFORDEATH_SILENT, // Sans sound
TF_COND_DISGUISED_AS_DISPENSER,
TF_COND_SAPPED, // =50. Bots only
TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED,
TF_COND_INVULNERABLE_USER_BUFF,
TF_COND_HALLOWEEN_BOMB_HEAD,
TF_COND_HALLOWEEN_THRILLER,
TF_COND_RADIUSHEAL_ON_DAMAGE,
TF_COND_CRITBOOSTED_CARD_EFFECT,
TF_COND_INVULNERABLE_CARD_EFFECT,
TF_COND_MEDIGUN_UBER_BULLET_RESIST,
TF_COND_MEDIGUN_UBER_BLAST_RESIST,
TF_COND_MEDIGUN_UBER_FIRE_RESIST, // =60
TF_COND_MEDIGUN_SMALL_BULLET_RESIST,
TF_COND_MEDIGUN_SMALL_BLAST_RESIST,
TF_COND_MEDIGUN_SMALL_FIRE_RESIST,
TF_COND_STEALTHED_USER_BUFF, // Any class can have this
TF_COND_MEDIGUN_DEBUFF,
TF_COND_STEALTHED_USER_BUFF_FADING,
TF_COND_BULLET_IMMUNE,
TF_COND_BLAST_IMMUNE,
TF_COND_FIRE_IMMUNE,
TF_COND_PREVENT_DEATH, // =70
TF_COND_MVM_BOT_STUN_RADIOWAVE, // Bots only
TF_COND_HALLOWEEN_SPEED_BOOST,
TF_COND_HALLOWEEN_QUICK_HEAL,
TF_COND_HALLOWEEN_GIANT,
TF_COND_HALLOWEEN_TINY,
TF_COND_HALLOWEEN_IN_HELL,
TF_COND_HALLOWEEN_GHOST_MODE, // =77
TF_COND_MINICRITBOOSTED_ON_KILL,
TF_COND_OBSCURED_SMOKE,
TF_COND_PARACHUTE_DEPLOYED, // =80
TF_COND_BLASTJUMPING,
TF_COND_HALLOWEEN_KART,
TF_COND_HALLOWEEN_KART_DASH,
TF_COND_BALLOON_HEAD, // =84 larger head, lower-gravity-feeling jumps
TF_COND_MELEE_ONLY, // =85 melee only
TF_COND_SWIMMING_CURSE, // player movement become swimming movement
TF_COND_FREEZE_INPUT, // freezes player input
TF_COND_HALLOWEEN_KART_CAGE, // attach cage model to player while in kart
TF_COND_DONOTUSE_0,
TF_COND_RUNE_STRENGTH,
TF_COND_RUNE_HASTE,
TF_COND_RUNE_REGEN,
TF_COND_RUNE_RESIST,
TF_COND_RUNE_VAMPIRE,
TF_COND_RUNE_REFLECT,
TF_COND_RUNE_PRECISION,
TF_COND_RUNE_AGILITY,
TF_COND_GRAPPLINGHOOK,
TF_COND_GRAPPLINGHOOK_SAFEFALL,
TF_COND_GRAPPLINGHOOK_LATCHED,
TF_COND_GRAPPLINGHOOK_BLEEDING,
TF_COND_AFTERBURN_IMMUNE,
TF_COND_RUNE_KNOCKOUT,
TF_COND_RUNE_IMBALANCE,
TF_COND_CRITBOOSTED_RUNE_TEMP,
TF_COND_PASSTIME_INTERCEPTION,
TF_COND_SWIMMING_NO_EFFECTS, // =107_DNOC_FT
TF_COND_PURGATORY,
TF_COND_RUNE_KING,
TF_COND_RUNE_PLAGUE,
TF_COND_RUNE_SUPERNOVA,
TF_COND_PLAGUE,
TF_COND_KING_BUFFED,
TF_COND_TEAM_GLOWS, // used to show team glows to living players
TF_COND_KNOCKED_INTO_AIR,
TF_COND_COMPETITIVE_WINNER,
TF_COND_COMPETITIVE_LOSER,
TF_COND_HEALING_DEBUFF,
TF_COND_PASSTIME_PENALTY_DEBUFF, // when carrying the ball without any teammates nearby
TF_COND_GRAPPLED_TO_PLAYER,
TF_COND_GRAPPLED_BY_PLAYER,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
// ******** Keep this block last! ********
// Keep experimental conditions below and graduate out of it before shipping
#ifdef STAGING_ONLY
TF_COND_NO_COMBAT_SPEED_BOOST, // STAGING_ENGY
TF_COND_TRANQ_SPY_BOOST, // STAGING_SPY
TF_COND_TRANQ_MARKED,
// TF_COND_SPACE_GRAVITY,
// TF_COND_SELF_CONC,
TF_COND_ROCKETPACK,
TF_COND_STEALTHED_PHASE,
TF_COND_CLIP_OVERLOAD,
TF_COND_SPY_CLASS_STEAL,
#endif // STAGING_ONLY
TF_COND_LAST
};
const char *GetTFConditionName( ETFCond eCond );
ETFCond GetTFConditionFromName( const char *pszCondName );
// If you want your condition to expire faster under healing,
// add it to this function in tf_shareddefs.cpp
bool ConditionExpiresFast( ETFCond eCond );
// Some attributes specify conditions to be or'd. The problem there is that if we add conditions
// to the above list, they get hosed. So we maintain this separate list as a translation table.
// When you add conditions to the above list, add them TO THE BOTTOM of this list.
extern ETFCond condition_to_attribute_translation[];
extern ETFCond g_aDebuffConditions[];
//-----------------------------------------------------------------------------
// TF Player State.
//-----------------------------------------------------------------------------
enum
{
TF_STATE_ACTIVE = 0, // Happily running around in the game.
TF_STATE_WELCOME, // First entering the server (shows level intro screen).
TF_STATE_OBSERVER, // Game observer mode.
TF_STATE_DYING, // Player is dying.
TF_STATE_COUNT
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
};
//-----------------------------------------------------------------------------
// TF FlagInfo State.
//-----------------------------------------------------------------------------
#define TF_FLAGINFO_HOME 0
#define TF_FLAGINFO_STOLEN (1<<0)
#define TF_FLAGINFO_DROPPED (1<<1)
enum ETFFlagEventTypes
{
TF_FLAGEVENT_PICKUP = 1,
TF_FLAGEVENT_CAPTURE,
TF_FLAGEVENT_DEFEND,
TF_FLAGEVENT_DROPPED,
TF_FLAGEVENT_RETURNED,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
TF_NUM_FLAG_EVENTS
};
const char *GetCTFEventName( ETFFlagEventTypes iEventType );
ETFFlagEventTypes GetCTFEventTypeFromName( const char *pszName );
//-----------------------------------------------------------------------------
// TF Robot Destruction Score Methods
//-----------------------------------------------------------------------------
enum RDScoreMethod_t
{
SCORE_UNDEFINED = -1,
SCORE_REACTOR_CAPTURED,
SCORE_CORES_COLLECTED,
SCORE_REACTOR_RETURNED,
SCORE_REACTOR_STEAL,
NUM_SCORE_TYPES
};
const char *GetRDScoreMethodName( RDScoreMethod_t iScoreMethod );
RDScoreMethod_t GetRDScoreMethodFromName( const char *pszName );
//-----------------------------------------------------------------------------
// Class data
//-----------------------------------------------------------------------------
#define TF_REGEN_TIME 1.0 // Number of seconds between each regen.
#define TF_REGEN_AMOUNT 3 // Amount of health regenerated each regen.
#define TF_REGEN_TIME_RUNE 0.25 // Number of seconds between each regen generated by a powerup.
//-----------------------------------------------------------------------------
// Assist-damage constants
//-----------------------------------------------------------------------------
#define TF_TIME_ASSIST_KILL 3.0f // Time window for a recent damager to get credit for an assist for a kill
#define TF_TIME_SUICIDE_KILL_CREDIT 10.0f // Time window for a recent damager to get credit for a kill if target suicides
//-----------------------------------------------------------------------------
// Domination/nemesis constants
//-----------------------------------------------------------------------------
#define TF_KILLS_DOMINATION 4 // # of unanswered kills to dominate another player
//-----------------------------------------------------------------------------
// Taunt attacks
//-----------------------------------------------------------------------------
enum taunt_attack_t
{
TAUNTATK_NONE = 0,
TAUNTATK_PYRO_HADOUKEN,
TAUNTATK_HEAVY_EAT,
TAUNTATK_HEAVY_RADIAL_BUFF,
TAUNTATK_HEAVY_HIGH_NOON,
TAUNTATK_SCOUT_DRINK,
TAUNTATK_SCOUT_GRAND_SLAM,
TAUNTATK_MEDIC_INHALE,
TAUNTATK_SPY_FENCING_SLASH_A,
TAUNTATK_SPY_FENCING_SLASH_B,
TAUNTATK_SPY_FENCING_STAB,
TAUNTATK_RPS_KILL,
TAUNTATK_SNIPER_ARROW_STAB_IMPALE,
TAUNTATK_SNIPER_ARROW_STAB_KILL,
TAUNTATK_SOLDIER_GRENADE_KILL,
TAUNTATK_DEMOMAN_BARBARIAN_SWING,
TAUNTATK_MEDIC_UBERSLICE_IMPALE,
TAUNTATK_MEDIC_UBERSLICE_KILL,
TAUNTATK_FLIP_LAND_PARTICLE,
TAUNTATK_RPS_PARTICLE,
TAUNTATK_HIGHFIVE_PARTICLE,
TAUNTATK_ENGINEER_GUITAR_SMASH,
TAUNTATK_ENGINEER_ARM_IMPALE,
TAUNTATK_ENGINEER_ARM_KILL,
TAUNTATK_ENGINEER_ARM_BLEND,
TAUNTATK_SOLDIER_GRENADE_KILL_WORMSIGN,
TAUNTATK_SHOW_ITEM,
TAUNTATK_MEDIC_RELEASE_DOVES,
TAUNTATK_PYRO_ARMAGEDDON,
TAUNTATK_PYRO_SCORCHSHOT,
TAUNTATK_ALLCLASS_GUITAR_RIFF,
TAUNTATK_MEDIC_HEROIC_TAUNT,
//
// INSERT NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
TAUNTATK_COUNT
};
taunt_attack_t GetTauntAttackByName( const char* pszTauntAttackName );
//-----------------------------------------------------------------------------
// TF Hints
//-----------------------------------------------------------------------------
enum
{
HINT_FRIEND_SEEN = 0, // #Hint_spotted_a_friend
HINT_ENEMY_SEEN, // #Hint_spotted_an_enemy
HINT_ENEMY_KILLED, // #Hint_killing_enemies_is_good
HINT_AMMO_EXHAUSTED, // #Hint_out_of_ammo
HINT_TURN_OFF_HINTS, // #Hint_turn_off_hints
HINT_PICKUP_AMMO, // #Hint_pickup_ammo
HINT_CANNOT_TELE_WITH_FLAG, // #Hint_Cannot_Teleport_With_Flag
HINT_CANNOT_CLOAK_WITH_FLAG, // #Hint_Cannot_Cloak_With_Flag
HINT_CANNOT_DISGUISE_WITH_FLAG, // #Hint_Cannot_Disguise_With_Flag
HINT_CANNOT_ATTACK_WHILE_CLOAKED, // #Hint_Cannot_Attack_While_Cloaked
HINT_CLASSMENU, // #Hint_ClassMenu
// Grenades
HINT_GREN_CALTROPS, // #Hint_gren_caltrops
HINT_GREN_CONCUSSION, // #Hint_gren_concussion
HINT_GREN_EMP, // #Hint_gren_emp
HINT_GREN_GAS, // #Hint_gren_gas
HINT_GREN_MIRV, // #Hint_gren_mirv
HINT_GREN_NAIL, // #Hint_gren_nail
HINT_GREN_NAPALM, // #Hint_gren_napalm
HINT_GREN_NORMAL, // #Hint_gren_normal
// Weapon alt-fires
HINT_ALTFIRE_SNIPERRIFLE, // #Hint_altfire_sniperrifle
HINT_ALTFIRE_FLAMETHROWER, // #Hint_altfire_flamethrower
HINT_ALTFIRE_GRENADELAUNCHER, // #Hint_altfire_grenadelauncher
HINT_ALTFIRE_PIPEBOMBLAUNCHER, // #Hint_altfire_pipebomblauncher
HINT_ALTFIRE_ROTATE_BUILDING, // #Hint_altfire_rotate_building
// Class specific
// Soldier
HINT_SOLDIER_RPG_RELOAD, // #Hint_Soldier_rpg_reload
// Engineer
HINT_ENGINEER_USE_WRENCH_ONOWN, // "#Hint_Engineer_use_wrench_onown",
HINT_ENGINEER_USE_WRENCH_ONOTHER, // "#Hint_Engineer_use_wrench_onother",
HINT_ENGINEER_USE_WRENCH_FRIEND, // "#Hint_Engineer_use_wrench_onfriend",
HINT_ENGINEER_BUILD_SENTRYGUN, // "#Hint_Engineer_build_sentrygun"
HINT_ENGINEER_BUILD_DISPENSER, // "#Hint_Engineer_build_dispenser"
HINT_ENGINEER_BUILD_TELEPORTERS, // "#Hint_Engineer_build_teleporters"
HINT_ENGINEER_PICKUP_METAL, // "#Hint_Engineer_pickup_metal"
HINT_ENGINEER_REPAIR_OBJECT, // "#Hint_Engineer_repair_object"
HINT_ENGINEER_METAL_TO_UPGRADE, // "#Hint_Engineer_metal_to_upgrade"
HINT_ENGINEER_UPGRADE_SENTRYGUN, // "#Hint_Engineer_upgrade_sentrygun"
HINT_OBJECT_HAS_SAPPER, // "#Hint_object_has_sapper"
HINT_OBJECT_YOUR_OBJECT_SAPPED, // "#Hint_object_your_object_sapped"
HINT_OBJECT_ENEMY_USING_DISPENSER, // "#Hint_enemy_using_dispenser"
HINT_OBJECT_ENEMY_USING_TP_ENTRANCE, // "#Hint_enemy_using_tp_entrance"
HINT_OBJECT_ENEMY_USING_TP_EXIT, // "#Hint_enemy_using_tp_exit"
HINT_CANNOT_PHASE_WITH_FLAG, // #Hint_Cannot_Phase_With_Flag
HINT_CANNOT_ATTACK_WHILE_FEIGN_ARMED, // #Hint_Cannot_Attack_While_Feign_Armed
HINT_CANNOT_ARM_FEIGN_NOW, // #Hint_Cannot_Arm_Feign_Now
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
NUM_HINTS
};
extern const char *g_pszHintMessages[];
/*======================*/
// Menu stuff //
/*======================*/
#define MENU_DEFAULT 1
#define MENU_TEAM 2
#define MENU_CLASS 3
#define MENU_MAPBRIEFING 4
#define MENU_INTRO 5
#define MENU_CLASSHELP 6
#define MENU_CLASSHELP2 7
#define MENU_REPEATHELP 8
#define MENU_SPECHELP 9
#define MENU_SPY 12
#define MENU_SPY_SKIN 13
#define MENU_SPY_COLOR 14
#define MENU_ENGINEER 15
#define MENU_ENGINEER_FIX_DISPENSER 16
#define MENU_ENGINEER_FIX_SENTRYGUN 17
#define MENU_ENGINEER_FIX_MORTAR 18
#define MENU_DISPENSER 19
#define MENU_CLASS_CHANGE 20
#define MENU_TEAM_CHANGE 21
#define MENU_REFRESH_RATE 25
#define MENU_VOICETWEAK 50
// Additional classes
// NOTE: adding them onto the Class_T's in baseentity.h is cheesy, but so is
// having an #ifdef for each mod in baseentity.h.
#define CLASS_TFGOAL ((Class_T)NUM_AI_CLASSES)
#define CLASS_TFGOAL_TIMER ((Class_T)(NUM_AI_CLASSES+1))
#define CLASS_TFGOAL_ITEM ((Class_T)(NUM_AI_CLASSES+2))
#define CLASS_TFSPAWN ((Class_T)(NUM_AI_CLASSES+3))
#define CLASS_MACHINE ((Class_T)(NUM_AI_CLASSES+4))
// TeamFortress State Flags
#define TFSTATE_GRENPRIMED 0x000001 // Whether the player has a primed grenade
#define TFSTATE_RELOADING 0x000002 // Whether the player is reloading
#define TFSTATE_ALTKILL 0x000004 // #TRUE if killed with a weapon not in self.weapon: NOT USED ANYMORE
#define TFSTATE_RANDOMPC 0x000008 // Whether Playerclass is random, new one each respawn
#define TFSTATE_INFECTED 0x000010 // set when player is infected by the bioweapon
#define TFSTATE_INVINCIBLE 0x000020 // Player has permanent Invincibility (Usually by GoalItem)
#define TFSTATE_INVISIBLE 0x000040 // Player has permanent Invisibility (Usually by GoalItem)
#define TFSTATE_QUAD 0x000080 // Player has permanent Quad Damage (Usually by GoalItem)
#define TFSTATE_RADSUIT 0x000100 // Player has permanent Radsuit (Usually by GoalItem)
#define TFSTATE_BURNING 0x000200 // Is on fire
#define TFSTATE_GRENTHROWING 0x000400 // is throwing a grenade
#define TFSTATE_AIMING 0x000800 // is using the laser sight
#define TFSTATE_ZOOMOFF 0x001000 // doesn't want the FOV changed when zooming
#define TFSTATE_RESPAWN_READY 0x002000 // is waiting for respawn, and has pressed fire
#define TFSTATE_HALLUCINATING 0x004000 // set when player is hallucinating
#define TFSTATE_TRANQUILISED 0x008000 // set when player is tranquilised
#define TFSTATE_CANT_MOVE 0x010000 // player isn't allowed to move
#define TFSTATE_RESET_FLAMETIME 0x020000 // set when the player has to have his flames increased in health
#define TFSTATE_HIGHEST_VALUE TFSTATE_RESET_FLAMETIME
// items
#define IT_SHOTGUN (1<<0)
#define IT_SUPER_SHOTGUN (1<<1)
#define IT_NAILGUN (1<<2)
#define IT_SUPER_NAILGUN (1<<3)
#define IT_GRENADE_LAUNCHER (1<<4)
#define IT_ROCKET_LAUNCHER (1<<5)
#define IT_LIGHTNING (1<<6)
#define IT_EXTRA_WEAPON (1<<7)
#define IT_SHELLS (1<<8)
#define IT_BULLETS (1<<9)
#define IT_ROCKETS (1<<10)
#define IT_CELLS (1<<11)
#define IT_AXE (1<<12)
#define IT_ARMOR1 (1<<13)
#define IT_ARMOR2 (1<<14)
#define IT_ARMOR3 (1<<15)
#define IT_SUPERHEALTH (1<<16)
#define IT_KEY1 (1<<17)
#define IT_KEY2 (1<<18)
#define IT_INVISIBILITY (1<<19)
#define IT_INVULNERABILITY (1<<20)
#define IT_SUIT (1<<21)
#define IT_QUAD (1<<22)
#define IT_HOOK (1<<23)
#define IT_KEY3 (1<<24) // Stomp invisibility
#define IT_KEY4 (1<<25) // Stomp invulnerability
#define IT_LAST_ITEM IT_KEY4
/*==================================================*/
/* New Weapon Related Defines */
/*==================================================*/
// Medikit
#define WEAP_MEDIKIT_OVERHEAL 50 // Amount of superhealth over max_health the medikit will dispense
#define WEAP_MEDIKIT_HEAL 200 // Amount medikit heals per hit
//--------------
// TF Specific damage flags
//--------------
//#define DMG_UNUSED (DMG_LASTGENERICFLAG<<2)
// We can't add anymore dmg flags, because we'd be over the 32 bit limit.
// So lets re-use some of the old dmg flags in TF
#define DMG_USE_HITLOCATIONS (DMG_AIRBOAT)
#define DMG_HALF_FALLOFF (DMG_RADIATION)
#define DMG_CRITICAL (DMG_ACID)
#define DMG_RADIUS_MAX (DMG_ENERGYBEAM)
#define DMG_IGNITE (DMG_PLASMA)
#define DMG_USEDISTANCEMOD (DMG_SLOWBURN) // NEED TO REMOVE CALTROPS
#define DMG_NOCLOSEDISTANCEMOD (DMG_POISON)
#define DMG_FROM_OTHER_SAPPER (DMG_IGNITE) // USED TO DAMAGE SAPPERS ON MATCHED TELEPORTERS
#define DMG_MELEE (DMG_BLAST_SURFACE)
#define DMG_DONT_COUNT_DAMAGE_TOWARDS_CRIT_RATE (DMG_DISSOLVE) // DON'T USE THIS FOR EXPLOSION DAMAGE YOU WILL MAKE BRANDON SAD AND KYLE SADDER
// This can only ever be used on a TakeHealth call, since it re-uses a dmg flag that means something else
#define DMG_IGNORE_MAXHEALTH (DMG_BULLET)
#define DMG_IGNORE_DEBUFFS (DMG_SLASH)
// Special Damage types
// Also update g_szSpecialDamageNames
enum ETFDmgCustom
{
TF_DMG_CUSTOM_NONE = 0,
TF_DMG_CUSTOM_HEADSHOT,
TF_DMG_CUSTOM_BACKSTAB,
TF_DMG_CUSTOM_BURNING,
TF_DMG_WRENCH_FIX,
TF_DMG_CUSTOM_MINIGUN,
TF_DMG_CUSTOM_SUICIDE,
TF_DMG_CUSTOM_TAUNTATK_HADOUKEN,
TF_DMG_CUSTOM_BURNING_FLARE,
TF_DMG_CUSTOM_TAUNTATK_HIGH_NOON,
TF_DMG_CUSTOM_TAUNTATK_GRAND_SLAM,
TF_DMG_CUSTOM_PENETRATE_MY_TEAM,
TF_DMG_CUSTOM_PENETRATE_ALL_PLAYERS,
TF_DMG_CUSTOM_TAUNTATK_FENCING,
TF_DMG_CUSTOM_PENETRATE_NONBURNING_TEAMMATE,
TF_DMG_CUSTOM_TAUNTATK_ARROW_STAB,
TF_DMG_CUSTOM_TELEFRAG,
TF_DMG_CUSTOM_BURNING_ARROW,
TF_DMG_CUSTOM_FLYINGBURN,
TF_DMG_CUSTOM_PUMPKIN_BOMB,
TF_DMG_CUSTOM_DECAPITATION,
TF_DMG_CUSTOM_TAUNTATK_GRENADE,
TF_DMG_CUSTOM_BASEBALL,
TF_DMG_CUSTOM_CHARGE_IMPACT,
TF_DMG_CUSTOM_TAUNTATK_BARBARIAN_SWING,
TF_DMG_CUSTOM_AIR_STICKY_BURST,
TF_DMG_CUSTOM_DEFENSIVE_STICKY,
TF_DMG_CUSTOM_PICKAXE,
TF_DMG_CUSTOM_ROCKET_DIRECTHIT,
TF_DMG_CUSTOM_TAUNTATK_UBERSLICE,
TF_DMG_CUSTOM_PLAYER_SENTRY,
TF_DMG_CUSTOM_STANDARD_STICKY,
TF_DMG_CUSTOM_SHOTGUN_REVENGE_CRIT,
TF_DMG_CUSTOM_TAUNTATK_ENGINEER_GUITAR_SMASH,
TF_DMG_CUSTOM_BLEEDING,
TF_DMG_CUSTOM_GOLD_WRENCH,
TF_DMG_CUSTOM_CARRIED_BUILDING,
TF_DMG_CUSTOM_COMBO_PUNCH,
TF_DMG_CUSTOM_TAUNTATK_ENGINEER_ARM_KILL,
TF_DMG_CUSTOM_FISH_KILL,
TF_DMG_CUSTOM_TRIGGER_HURT,
TF_DMG_CUSTOM_DECAPITATION_BOSS,
TF_DMG_CUSTOM_STICKBOMB_EXPLOSION,
TF_DMG_CUSTOM_AEGIS_ROUND,
TF_DMG_CUSTOM_FLARE_EXPLOSION,
TF_DMG_CUSTOM_BOOTS_STOMP,
TF_DMG_CUSTOM_PLASMA,
TF_DMG_CUSTOM_PLASMA_CHARGED,
TF_DMG_CUSTOM_PLASMA_GIB,
TF_DMG_CUSTOM_PRACTICE_STICKY,
TF_DMG_CUSTOM_EYEBALL_ROCKET,
TF_DMG_CUSTOM_HEADSHOT_DECAPITATION,
TF_DMG_CUSTOM_TAUNTATK_ARMAGEDDON,
TF_DMG_CUSTOM_FLARE_PELLET,
TF_DMG_CUSTOM_CLEAVER,
TF_DMG_CUSTOM_CLEAVER_CRIT,
TF_DMG_CUSTOM_SAPPER_RECORDER_DEATH,
TF_DMG_CUSTOM_MERASMUS_PLAYER_BOMB,
TF_DMG_CUSTOM_MERASMUS_GRENADE,
TF_DMG_CUSTOM_MERASMUS_ZAP,
TF_DMG_CUSTOM_MERASMUS_DECAPITATION,
TF_DMG_CUSTOM_CANNONBALL_PUSH,
TF_DMG_CUSTOM_TAUNTATK_ALLCLASS_GUITAR_RIFF,
TF_DMG_CUSTOM_THROWABLE,
TF_DMG_CUSTOM_THROWABLE_KILL,
TF_DMG_CUSTOM_SPELL_TELEPORT,
TF_DMG_CUSTOM_SPELL_SKELETON,
TF_DMG_CUSTOM_SPELL_MIRV,
TF_DMG_CUSTOM_SPELL_METEOR,
TF_DMG_CUSTOM_SPELL_LIGHTNING,
TF_DMG_CUSTOM_SPELL_FIREBALL,
TF_DMG_CUSTOM_SPELL_MONOCULUS,
TF_DMG_CUSTOM_SPELL_BLASTJUMP,
TF_DMG_CUSTOM_SPELL_BATS,
TF_DMG_CUSTOM_SPELL_TINY,
TF_DMG_CUSTOM_KART,
TF_DMG_CUSTOM_GIANT_HAMMER,
TF_DMG_CUSTOM_RUNE_REFLECT,
//
// INSERT NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
TF_DMG_CUSTOM_END // END
};
const char *GetCustomDamageName( ETFDmgCustom eDmgCustom );
ETFDmgCustom GetCustomDamageFromName( const char *pszCustomDmgName );
inline bool IsTauntDmg( int iType )
{
return (iType == TF_DMG_CUSTOM_TAUNTATK_HADOUKEN ||
iType == TF_DMG_CUSTOM_TAUNTATK_HIGH_NOON ||
iType == TF_DMG_CUSTOM_TAUNTATK_GRAND_SLAM ||
iType == TF_DMG_CUSTOM_TAUNTATK_FENCING ||
iType == TF_DMG_CUSTOM_TAUNTATK_ARROW_STAB ||
iType == TF_DMG_CUSTOM_TAUNTATK_GRENADE ||
iType == TF_DMG_CUSTOM_TAUNTATK_BARBARIAN_SWING ||
iType == TF_DMG_CUSTOM_TAUNTATK_UBERSLICE ||
iType == TF_DMG_CUSTOM_TAUNTATK_ENGINEER_GUITAR_SMASH ||
iType == TF_DMG_CUSTOM_TAUNTATK_ARMAGEDDON ||
iType == TF_DMG_CUSTOM_TAUNTATK_ALLCLASS_GUITAR_RIFF ||
iType == TF_DMG_CUSTOM_TAUNTATK_ENGINEER_ARM_KILL );
}
inline bool IsDOTDmg( int iType )
{
if ( iType == TF_DMG_CUSTOM_BURNING ||
iType == TF_DMG_CUSTOM_BURNING_FLARE ||
iType == TF_DMG_CUSTOM_BURNING_ARROW ||
iType == TF_DMG_CUSTOM_BLEEDING )
{
return true;
}
else
{
return false;
}
}
inline bool IsHeadshot( int iType )
{
return (iType == TF_DMG_CUSTOM_HEADSHOT || iType == TF_DMG_CUSTOM_HEADSHOT_DECAPITATION);
}
enum
{
TF_COLLISIONGROUP_GRENADES = LAST_SHARED_COLLISION_GROUP,
TFCOLLISION_GROUP_OBJECT,
TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT,
TFCOLLISION_GROUP_COMBATOBJECT,
TFCOLLISION_GROUP_ROCKETS, // Solid to players, but not player movement. ensures touch calls are originating from rocket
TFCOLLISION_GROUP_RESPAWNROOMS,
TFCOLLISION_GROUP_TANK,
TFCOLLISION_GROUP_ROCKET_BUT_NOT_WITH_OTHER_ROCKETS,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
};
// Stun flags
#define TF_STUN_NONE 0
#define TF_STUN_MOVEMENT (1<<0)
#define TF_STUN_CONTROLS (1<<1)
#define TF_STUN_MOVEMENT_FORWARD_ONLY (1<<2)
#define TF_STUN_SPECIAL_SOUND (1<<3)
#define TF_STUN_DODGE_COOLDOWN (1<<4)
#define TF_STUN_NO_EFFECTS (1<<5)
#define TF_STUN_LOSER_STATE (1<<6)
#define TF_STUN_BY_TRIGGER (1<<7)
#define TF_STUN_BOTH TF_STUN_MOVEMENT | TF_STUN_CONTROLS
//-----------------
// TF Objects Info
//-----------------
#define SENTRYGUN_UPGRADE_COST 130
#define SENTRYGUN_UPGRADE_METAL 200
#define SENTRYGUN_EYE_OFFSET_LEVEL_1 Vector( 0, 0, 32 )
#define SENTRYGUN_EYE_OFFSET_LEVEL_2 Vector( 0, 0, 40 )
#define SENTRYGUN_EYE_OFFSET_LEVEL_3 Vector( 0, 0, 46 )
#define SENTRYGUN_MAX_SHELLS_1 150
#define SENTRYGUN_MAX_SHELLS_2 200
#define SENTRYGUN_MAX_SHELLS_3 200
#define SENTRYGUN_MAX_ROCKETS 20
// Dispenser's maximum carrying capability
#define DISPENSER_MAX_METAL_AMMO 400
#define MAX_DISPENSER_HEALING_TARGETS 32
#define MINI_DISPENSER_MAX_METAL 200
//--------------------------------------------------------------------------
// OBJECTS
//--------------------------------------------------------------------------
enum ObjectType_t
{
OBJ_DISPENSER=0,
OBJ_TELEPORTER,
OBJ_SENTRYGUN,
// Attachment Objects
OBJ_ATTACHMENT_SAPPER,
// If you add a new object, you need to add it to the g_ObjectInfos array
// in tf_shareddefs.cpp, and add it's data to the scripts/object.txt
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
#ifdef STAGING_ONLY
OBJ_CATAPULT,
OBJ_SPY_TRAP,
#endif
OBJ_LAST,
};
#define BUILDING_MODE_ANY -1
enum
{
MODE_TELEPORTER_ENTRANCE=0,
MODE_TELEPORTER_EXIT,
#ifdef STAGING_ONLY
MODE_TELEPORTER_SPEED,
MODE_TELEPORTER_SPEED2,
#endif
};
enum
{
MODE_SENTRYGUN_NORMAL = 0,
MODE_SENTRYGUN_DISPOSABLE,
};
enum
{
MODE_SAPPER_NORMAL = 0,
MODE_SAPPER_ANTI_ROBOT,
MODE_SAPPER_ANTI_ROBOT_RADIUS,
};
enum ESpyTrapType_t
{
MODE_SPY_TRAP_RADIUS_STEALTH = 0,
MODE_SPY_TRAP_REPROGRAM,
MODE_SPY_TRAP_MAGNET,
// MODE_SPY_TRAP_REPULSOR,
};
// Warning levels for buildings in the building hud, in priority order
typedef enum
{
BUILDING_HUD_ALERT_NONE = 0,
BUILDING_HUD_ALERT_LOW_AMMO,
BUILDING_HUD_ALERT_LOW_HEALTH,
BUILDING_HUD_ALERT_VERY_LOW_AMMO,
BUILDING_HUD_ALERT_VERY_LOW_HEALTH,
BUILDING_HUD_ALERT_SAPPER,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
MAX_BUILDING_HUD_ALERT_LEVEL
} BuildingHudAlert_t;
typedef enum
{
BUILDING_DAMAGE_LEVEL_NONE = 0, // 100%
BUILDING_DAMAGE_LEVEL_LIGHT, // 75% - 99%
BUILDING_DAMAGE_LEVEL_MEDIUM, // 50% - 76%
BUILDING_DAMAGE_LEVEL_HEAVY, // 25% - 49%
BUILDING_DAMAGE_LEVEL_CRITICAL, // 0% - 24%
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
MAX_BUILDING_DAMAGE_LEVEL
} BuildingDamageLevel_t;
//--------------
// Scoring
//--------------
#define TF_SCORE_KILL 1
#define TF_SCORE_DEATH 0
#define TF_SCORE_CAPTURE 2
#define TF_SCORE_DEFEND 1
#define TF_SCORE_DESTROY_BUILDING 1
#define TF_SCORE_HEADSHOT_DIVISOR 2
#define TF_SCORE_BACKSTAB 1
#define TF_SCORE_INVULN 1
#define TF_SCORE_REVENGE 1
#define TF_SCORE_KILL_ASSISTS_PER_POINT 2
#define TF_SCORE_TELEPORTS_PER_POINT 2
#define TF_SCORE_HEAL_HEALTHUNITS_PER_POINT 600
#define TF_SCORE_BONUS_POINT_DIVISOR 10
#define TF_SCORE_DAMAGE 250
#define TF_SCORE_CURRENCY_COLLECTED 20
#define TF_SCORE_CAPTURE_POWERUPMODE 10 // With these CTF rules capturing flags is tougher, hence the higher scoring for flag events
#define TF_SCORE_FLAG_RETURN 4
#define TF_SCORE_KILL_RUNECARRIER 1
//-------------------------
// Shared Teleporter State
//-------------------------
enum
{
DISPENSER_STATE_IDLE,
DISPENSER_STATE_UPGRADING,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
};
//-------------------------
// Shared Teleporter State
//-------------------------
enum
{
TELEPORTER_STATE_BUILDING = 0, // Building, not active yet
TELEPORTER_STATE_IDLE, // Does not have a matching teleporter yet
TELEPORTER_STATE_READY, // Found match, charged and ready
TELEPORTER_STATE_SENDING, // Teleporting a player away
TELEPORTER_STATE_RECEIVING,
TELEPORTER_STATE_RECEIVING_RELEASE,
TELEPORTER_STATE_RECHARGING, // Waiting for recharge
TELEPORTER_STATE_UPGRADING,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
};
#define TELEPORTER_TYPE_ENTRANCE 0
#define TELEPORTER_TYPE_EXIT 1
//-------------------------
// Shared Sentry State
//-------------------------
enum
{
SENTRY_STATE_INACTIVE = 0,
SENTRY_STATE_SEARCHING,
SENTRY_STATE_ATTACKING,
SENTRY_STATE_UPGRADING,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
SENTRY_NUM_STATES,
};
//--------------------------------------------------------------------------
// OBJECT FLAGS
//--------------------------------------------------------------------------
enum
{
OF_ALLOW_REPEAT_PLACEMENT = 0x01,
OF_MUST_BE_BUILT_ON_ATTACHMENT = 0x02,
OF_DOESNT_HAVE_A_MODEL = 0x04,
OF_PLAYER_DESTRUCTION = 0x08,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
OF_BIT_COUNT = 4
};
//--------------------------------------------------------------------------
// Builder "weapon" states
//--------------------------------------------------------------------------
enum
{
BS_IDLE = 0,
BS_SELECTING,
BS_PLACING,
BS_PLACING_INVALID
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
};
//--------------------------------------------------------------------------
// Builder object id...
//--------------------------------------------------------------------------
enum
{
BUILDER_OBJECT_BITS = 8,
BUILDER_INVALID_OBJECT = ((1 << BUILDER_OBJECT_BITS) - 1)
};
// Analyzer state
enum
{
AS_INACTIVE = 0,
AS_SUBVERTING,
AS_ANALYZING
};
// Max number of objects a team can have
#define MAX_OBJECTS_PER_PLAYER 6
//#define MAX_OBJECTS_PER_TEAM 128
// sanity check that commands send via user command are somewhat valid
#define MAX_OBJECT_SCREEN_INPUT_DISTANCE 100
//--------------------------------------------------------------------------
// BUILDING
//--------------------------------------------------------------------------
// Build checks will return one of these for a player
enum
{
CB_CAN_BUILD, // Player is allowed to build this object
CB_CANNOT_BUILD, // Player is not allowed to build this object
CB_LIMIT_REACHED, // Player has reached the limit of the number of these objects allowed
CB_NEED_RESOURCES, // Player doesn't have enough resources to build this object
CB_NEED_ADRENALIN, // Commando doesn't have enough adrenalin to build a rally flag
CB_UNKNOWN_OBJECT, // Error message, tried to build unknown object
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
};
// Build animation events
#define TF_OBJ_ENABLEBODYGROUP 6000
#define TF_OBJ_DISABLEBODYGROUP 6001
#define TF_OBJ_ENABLEALLBODYGROUPS 6002
#define TF_OBJ_DISABLEALLBODYGROUPS 6003
#define TF_OBJ_PLAYBUILDSOUND 6004
#define TF_AE_CIGARETTE_THROW 7000
#define TF_AE_GUN_SALUTE 7001
#define TF_AE_PICKAXE_THROW 7002
#define OBJECT_COST_MULTIPLIER_PER_OBJECT 3
#define OBJECT_UPGRADE_COST_MULTIPLIER_PER_LEVEL 3
//--------------------------------------------------------------------------
// Powerups
//--------------------------------------------------------------------------
enum
{
POWERUP_BOOST, // Medic, buff station
POWERUP_EMP, // Technician
POWERUP_RUSH, // Rally flag
POWERUP_POWER, // Object power
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
MAX_POWERUPS
};
#define MAX_CABLE_CONNECTIONS 4
bool IsObjectAnUpgrade( int iObjectType );
bool IsObjectAVehicle( int iObjectType );
bool IsObjectADefensiveBuilding( int iObjectType );
class CHudTexture;
#define OBJECT_MAX_GIB_MODELS 9
#ifdef STAGING_ONLY
#define OBJECT_MAX_MODES 4
#else
#define OBJECT_MAX_MODES 3
#endif
// This should be moved into its own header.
class CObjectInfo
{
public:
CObjectInfo( const char *pObjectName );
~CObjectInfo();
// This is initialized by the code and matched with a section in objects.txt
const char *m_pObjectName;
// This stuff all comes from objects.txt
char *m_pClassName; // Code classname (in LINK_ENTITY_TO_CLASS).
char *m_pStatusName; // Shows up when crosshairs are on the object.
float m_flBuildTime;
int m_nMaxObjects; // Maximum number of objects per player
int m_Cost; // Base object resource cost
float m_CostMultiplierPerInstance; // Cost multiplier
int m_UpgradeCost; // Base object resource cost for upgrading
int m_MaxUpgradeLevel; // Max object upgrade level
char *m_pBuilderWeaponName; // Names shown for each object onscreen when using the builder weapon
char *m_pBuilderPlacementString; // String shown to player during placement of this object
int m_SelectionSlot; // Weapon selection slots for objects
int m_SelectionPosition; // Weapon selection positions for objects
bool m_bSolidToPlayerMovement;
bool m_bUseItemInfo; // Use default item appearance info.
char *m_pViewModel; // View model to show in builder weapon for this object
char *m_pPlayerModel; // World model to show attached to the player
int m_iDisplayPriority; // Priority for ordering in the hud display ( higher is closer to top )
bool m_bVisibleInWeaponSelection; // should show up and be selectable via the weapon selection?
char *m_pExplodeSound; // gamesound to play when object explodes
char *m_pExplosionParticleEffect; // particle effect to play when object explodes
bool m_bAutoSwitchTo; // should we let players switch back to the builder weapon representing this?
char *m_pUpgradeSound; // gamesound to play when object is upgraded
float m_flUpgradeDuration; // time it takes to upgrade to the next level
int m_iBuildCount; // number of these that can be carried at one time
int m_iNumAltModes; // whether the item has more than one mode (ex: teleporter exit/entrance)
struct
{
char* pszStatusName;
char* pszModeName;
char* pszIconMenu;
} m_AltModes[OBJECT_MAX_MODES];
// HUD weapon selection menu icon ( from hud_textures.txt )
char *m_pIconActive;
char *m_pIconInactive;
char *m_pIconMenu;
// HUD building status icon
char *m_pHudStatusIcon;
// gibs
int m_iMetalToDropInGibs;
// unique builder
bool m_bRequiresOwnBuilder; // if object needs to instantiate its' own builder
};
// Loads the objects.txt script.
class IBaseFileSystem;
void LoadObjectInfos( IBaseFileSystem *pFileSystem );
// Get a CObjectInfo from a TFOBJ_ define.
const CObjectInfo* GetObjectInfo( int iObject );
// Object utility funcs
bool ClassCanBuild( int iClass, int iObjectType );
int InternalCalculateObjectCost( int iObjectType /*, int iNumberOfObjects, int iTeam, bool bLast = false*/ );
int CalculateObjectUpgrade( int iObjectType, int iObjectLevel );
// Shell ejections
enum
{
EJECTBRASS_PISTOL,
EJECTBRASS_MINIGUN,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
};
// Win panel styles
enum
{
WINPANEL_BASIC = 0,
};
#define TF_DEATH_ANIMATION_TIME 2.0
enum HudNotification_t
{
HUD_NOTIFY_YOUR_FLAG_TAKEN,
HUD_NOTIFY_YOUR_FLAG_DROPPED,
HUD_NOTIFY_YOUR_FLAG_RETURNED,
HUD_NOTIFY_YOUR_FLAG_CAPTURED,
HUD_NOTIFY_ENEMY_FLAG_TAKEN,
HUD_NOTIFY_ENEMY_FLAG_DROPPED,
HUD_NOTIFY_ENEMY_FLAG_RETURNED,
HUD_NOTIFY_ENEMY_FLAG_CAPTURED,
HUD_NOTIFY_TOUCHING_ENEMY_CTF_CAP,
HUD_NOTIFY_NO_INVULN_WITH_FLAG,
HUD_NOTIFY_NO_TELE_WITH_FLAG,
HUD_NOTIFY_SPECIAL,
HUD_NOTIFY_GOLDEN_WRENCH,
HUD_NOTIFY_RD_ROBOT_UNDER_ATTACK,
HUD_NOTIFY_HOW_TO_CONTROL_GHOST,
HUD_NOTIFY_HOW_TO_CONTROL_KART,
HUD_NOTIFY_PASSTIME_HOWTO,
HUD_NOTIFY_PASSTIME_NO_TELE,
HUD_NOTIFY_PASSTIME_NO_CARRY,
HUD_NOTIFY_PASSTIME_NO_INVULN,
HUD_NOTIFY_PASSTIME_NO_DISGUISE,
HUD_NOTIFY_PASSTIME_NO_CLOAK,
HUD_NOTIFY_PASSTIME_NO_OOB, // out of bounds
HUD_NOTIFY_PASSTIME_NO_HOLSTER,
HUD_NOTIFY_PASSTIME_NO_TAUNT,
HUD_NOTIFY_COMPETITIVE_GC_DOWN,
HUD_NOTIFY_TRUCE_START,
HUD_NOTIFY_TRUCE_END,
HUD_NOTIFY_HOW_TO_CONTROL_GHOST_NO_RESPAWN,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
NUM_STOCK_NOTIFICATIONS
};
// HudAlerts don't set HIDEHUD_MISCSTATUS, so they appear with the win panel, etc
typedef enum
{
HUD_ALERT_SCRAMBLE_TEAMS,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
NUM_STOCK_ALERTS
} HudAlert_t;
//-----------------------------------------------------------------------------
// Item testing
//-----------------------------------------------------------------------------
enum testitem_botanims_t
{
TI_BOTANIM_IDLE,
TI_BOTANIM_CROUCH,
TI_BOTANIM_RUN,
TI_BOTANIM_CROUCH_WALK,
TI_BOTANIM_JUMP,
TI_BOTANIM_COUNT,
};
#define TF_DEATH_DOMINATION 0x0001 // killer is dominating victim
#define TF_DEATH_ASSISTER_DOMINATION 0x0002 // assister is dominating victim
#define TF_DEATH_REVENGE 0x0004 // killer got revenge on victim
#define TF_DEATH_ASSISTER_REVENGE 0x0008 // assister got revenge on victim
#define TF_DEATH_FIRST_BLOOD 0x0010 // death triggered a first blood
#define TF_DEATH_FEIGN_DEATH 0x0020 // feign death
#define TF_DEATH_INTERRUPTED 0x0040 // interrupted a player doing an important game event (like capping or carrying flag)
#define TF_DEATH_GIBBED 0x0080 // player was gibbed
#define TF_DEATH_PURGATORY 0x0100 // player died while in purgatory
#define TF_DEATH_MINIBOSS 0x0200 // player killed was a miniboss
#define TF_DEATH_AUSTRALIUM 0x0400 // player killed by a Australium Weapon
#define MAX_DECAPITATIONS 4
extern const char *TranslateWeaponEntForClass( const char *pszName, int iClass );
// Item Giveaways
#define PLAYER_ROLL_MIN 1
#define PLAYER_ROLL_MAX 500
// Generalized Jump State
#define TF_PLAYER_ROCKET_JUMPED ( 1 << 0 )
#define TF_PLAYER_STICKY_JUMPED ( 1 << 1 )
#define TF_PLAYER_ENEMY_BLASTED_ME ( 1 << 2 )
enum taunts_t
{
TAUNT_BASE_WEAPON, // The standard taunt we shipped with. Taunts based on your currently held weapon
TAUNT_MISC_ITEM, // Taunts based on the item you have equipped in your Misc slot.
TAUNT_SHOW_ITEM, // Show off an item to everyone nearby
TAUNT_LONG, // Press-and-hold taunt
TAUNT_SPECIAL, // Special-case taunts called explicitly from code
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
};
enum eEurekaTeleportTargets
{
EUREKA_FIRST_TARGET = 0,
EUREKA_TELEPORT_HOME = 0,
EUREKA_TELEPORT_TELEPORTER_EXIT,
EUREKA_LAST_TARGET = EUREKA_TELEPORT_TELEPORTER_EXIT,
EUREKA_NUM_TARGETS
};
#define TF_HIGHFIVE_HINT_MASK ( 0x10100 ) // annotations have id ( TF_HIGHFIVE_HINT_MASK | entindex )
enum BombDeployingState_t
{
TF_BOMB_DEPLOYING_NONE,
TF_BOMB_DEPLOYING_DELAY,
TF_BOMB_DEPLOYING_ANIMATING,
TF_BOMB_DEPLOYING_COMPLETE,
TF_BOMB_DEPLOYING_NOT_COUNT,
};
enum EHorriblePyroVisionHack
{
kHorriblePyroVisionHack_KillAssisterType_Default = 0,
kHorriblePyroVisionHack_KillAssisterType_CustomName = 'a',
kHorriblePyroVisionHack_KillAssisterType_LocalizationString = 'b',
kHorriblePyroVisionHack_KillAssisterType_CustomName_First = 'c',
kHorriblePyroVisionHack_KillAssisterType_LocalizationString_First = 'd',
};
enum EAttackBonusEffects_t
{
kBonusEffect_None = 4, // Must be 4. Yep.
kBonusEffect_Crit = 0,
kBonusEffect_MiniCrit,
kBonusEffect_DoubleDonk,
kBonusEffect_WaterBalloonSploosh,
kBonusEffect_Count, // Must be 2nd to last
};
//-----------------------------------------------------------------------------
// PVE MODE
//-----------------------------------------------------------------------------
// In-game currency
enum CurrencyRewards_t
{
TF_CURRENCY_KILLED_PLAYER,
TF_CURRENCY_KILLED_OBJECT,
TF_CURRENCY_ASSISTED_PLAYER,
TF_CURRENCY_BONUS_POINTS,
TF_CURRENCY_CAPTURED_OBJECTIVE,
TF_CURRENCY_ESCORT_REWARD,
TF_CURRENCY_PACK_SMALL,
TF_CURRENCY_PACK_MEDIUM,
TF_CURRENCY_PACK_LARGE,
TF_CURRENCY_PACK_CUSTOM,
TF_CURRENCY_TIME_REWARD,
TF_CURRENCY_WAVE_COLLECTION_BONUS,
};
enum mvm_announcement_t
{
TF_MVM_ANNOUNCEMENT_WAVE_COMPLETE,
TF_MVM_ANNOUNCEMENT_WAVE_FAILED,
TF_MVM_ANNOUNCEMENT_TOTAL
};
#define RD_MAX_ROBOT_GROUPS_PER_TEAM 6
#define MAX_RAIDMODE_UPGRADES 60
enum mvm_upgrade_uigroups_t
{
UIGROUP_UPGRADE_ATTACHED_TO_ITEM = 0,
UIGROUP_UPGRADE_ATTACHED_TO_PLAYER,
UIGROUP_POWERUPBOTTLE,
};
enum
{
MVM_UPGRADE_QUALITY_LOW = 1,
MVM_UPGRADE_QUALITY_NORMAL, // Default
MVM_UPGRADE_QAULITY_HIGH,
};
#define MVM_BUYBACK_COST_PER_SEC 5
#define MVM_CLASS_TYPES_PER_WAVE_MAX 12
// this is ugly, but we need to increase the max types per wave and changing the old define will break demos
#define MVM_CLASS_TYPES_PER_WAVE_MAX_NEW ( MVM_CLASS_TYPES_PER_WAVE_MAX * 2 )
#define MVM_CLASS_FLAG_NONE 0
#define MVM_CLASS_FLAG_NORMAL (1<<0)
#define MVM_CLASS_FLAG_SUPPORT (1<<1)
#define MVM_CLASS_FLAG_MISSION (1<<2)
#define MVM_CLASS_FLAG_MINIBOSS (1<<3)
#define MVM_CLASS_FLAG_ALWAYSCRIT (1<<4)
#define MVM_CLASS_FLAG_SUPPORT_LIMITED (1<<5)
enum MedicCallerType
{
CALLER_TYPE_NORMAL,
CALLER_TYPE_AUTO,
CALLER_TYPE_REVIVE_EASY, // The more someone is revived, the harder
CALLER_TYPE_REVIVE_MEDIUM, // subsequent revives become.
CALLER_TYPE_REVIVE_HARD,
};
//-----------------------------------------------------------------------------
// Additional TF achievement packs
//-----------------------------------------------------------------------------
#define ACHIEVEMENT_TF_COMPLETE_TRAINING (ACHIEVEMENT_TF_LAST_ORANGEBOX + 1)
#define ACHIEVEMENT_TF_FIRE_WATERJUMP (ACHIEVEMENT_TF_LAST_ORANGEBOX + 2)
#define ACHIEVEMENT_TF_KILL_BALLOONICORN_OWNERS (ACHIEVEMENT_TF_LAST_ORANGEBOX + 3)
#define ACHIEVEMENT_TF_MULTIPLE_BFF (ACHIEVEMENT_TF_LAST_ORANGEBOX + 4)
#define ACHIEVEMENT_TF_TEAM_PYROVISION (ACHIEVEMENT_TF_LAST_ORANGEBOX + 5)
#define ACHIEVEMENT_TF_DOMINATE_FOR_GOGGLES (ACHIEVEMENT_TF_LAST_ORANGEBOX + 6)
#define ACHIEVEMENT_TF_PARACHUTE_KILL_GRIND (ACHIEVEMENT_TF_LAST_ORANGEBOX + 7)
#define ACHIEVEMENT_TF_MELEE_KILL_CLASSIC_RIFLE_SNIPER (ACHIEVEMENT_TF_LAST_ORANGEBOX + 8)
#define ACHIEVEMENT_TF_KILL_CHARGING_DEMO (ACHIEVEMENT_TF_LAST_ORANGEBOX + 9)
#define ACHIEVEMENT_TF_TAUNT_CONGA_KILL (ACHIEVEMENT_TF_LAST_ORANGEBOX + 10)
#define ACHIEVEMENT_TF_TAUNT_CONGA_LINE (ACHIEVEMENT_TF_LAST_ORANGEBOX + 11)
#define ACHIEVEMENT_TF_TAUNT_RPS_ROCK (ACHIEVEMENT_TF_LAST_ORANGEBOX + 12)
#define ACHIEVEMENT_TF_TAUNT_RPS_SCISSORS (ACHIEVEMENT_TF_LAST_ORANGEBOX + 13)
#define ACHIEVEMENT_TF_TAUNT_DOSIDO_MELLE_KILL (ACHIEVEMENT_TF_LAST_ORANGEBOX + 14)
#define ACHIEVEMENT_TF_TAUNT_WHILE_CAPPING (ACHIEVEMENT_TF_LAST_ORANGEBOX + 15)
#define ACHIEVEMENT_TF_PASS_TIME_HAT (ACHIEVEMENT_TF_LAST_ORANGEBOX + 16)
#define ACHIEVEMENT_TF_PASS_TIME_GRIND (ACHIEVEMENT_TF_LAST_ORANGEBOX + 17)
#define ACHIEVEMENT_START_CLASS_SPECIFIC 1000
// Scout
#define ACHIEVEMENT_TF_SCOUT_START_RANGE 1001
#define ACHIEVEMENT_TF_SCOUT_FIRST_BLOOD 1001
#define ACHIEVEMENT_TF_SCOUT_FIRST_BLOOD_KILL 1002
#define ACHIEVEMENT_TF_SCOUT_WELL_EARLY_KILL 1003
#define ACHIEVEMENT_TF_SCOUT_LIFETIME_KILLS 1004
#define ACHIEVEMENT_TF_SCOUT_IRON_MAN_KILLS 1005
#define ACHIEVEMENT_TF_SCOUT_DESTROY_TELEPORTERS 1006
#define ACHIEVEMENT_TF_SCOUT_DESTROY_BUILDINGS_BEING_BUILT 1007
#define ACHIEVEMENT_TF_SCOUT_DESTROY_SENTRY_WITH_PISTOL 1008
#define ACHIEVEMENT_TF_SCOUT_DOUBLE_JUMPS 1009
#define ACHIEVEMENT_TF_SCOUT_ASSIST_MEDIC 1010
#define ACHIEVEMENT_TF_SCOUT_STEAL_SANDWICH 1011
#define ACHIEVEMENT_TF_SCOUT_KILL_CHARGED_MEDICS 1012
#define ACHIEVEMENT_TF_SCOUT_SURVIVE_DAMAGE 1013
#define ACHIEVEMENT_TF_SCOUT_THREE_FLAGCAPS 1014
#define ACHIEVEMENT_TF_SCOUT_DOUBLEJUMP_KILL 1015
#define ACHIEVEMENT_TF_SCOUT_FLAG_CAP_GRIND 1016
#define ACHIEVEMENT_TF_SCOUT_DODGE_DAMAGE 1017
#define ACHIEVEMENT_TF_SCOUT_KNOCK_INTO_TRAIN 1018
#define ACHIEVEMENT_TF_SCOUT_KILL_STUNNED 1019
#define ACHIEVEMENT_TF_SCOUT_STUN_INTO_TRAIN 1020
#define ACHIEVEMENT_TF_SCOUT_STUN_UBER_ENEMIES 1021
#define ACHIEVEMENT_TF_SCOUT_STUN_CAPPING_ENEMIES 1022
#define ACHIEVEMENT_TF_SCOUT_MAX_STUNS 1023
#define ACHIEVEMENT_TF_SCOUT_STUN_SCOUT_WITH_THEIR_BALL 1024
#define ACHIEVEMENT_TF_SCOUT_KILL_IN_DODGE_COOLDOWN 1025
#define ACHIEVEMENT_TF_SCOUT_KILL_FROM_BEHIND 1026
#define ACHIEVEMENT_TF_SCOUT_CAPTURE_LAST_POINT 1027
#define ACHIEVEMENT_TF_SCOUT_CAPTURE_THREE_POINTS 1028
#define ACHIEVEMENT_TF_SCOUT_FAST_CAP 1029
#define ACHIEVEMENT_TF_SCOUT_START_AND_FINISH_CAP 1030
#define ACHIEVEMENT_TF_SCOUT_BLOCK_CAPS 1031
#define ACHIEVEMENT_TF_SCOUT_CARRIER_KILL_CARRIER 1032
#define ACHIEVEMENT_TF_SCOUT_CAP_FLAG_WITHOUT_ATTACKING 1033
#define ACHIEVEMENT_TF_SCOUT_LONG_DISTANCE_RUNNER 1034
#define ACHIEVEMENT_TF_SCOUT_TAUNT_KILL 1035
#define ACHIEVEMENT_TF_SCOUT_ACHIEVE_PROGRESS1 1036
#define ACHIEVEMENT_TF_SCOUT_ACHIEVE_PROGRESS2 1037
#define ACHIEVEMENT_TF_SCOUT_ACHIEVE_PROGRESS3 1038
#define ACHIEVEMENT_TF_SCOUT_BACKSCATTER_KILL_SPY_GRIND 1039
#define ACHIEVEMENT_TF_SCOUT_BACKSCATTER_KILL_HEAVY_MEDIC_PAIR 1040
#define ACHIEVEMENT_TF_SCOUT_BACKSCATTER_KILL_FRIENDS_GRIND 1041
#define ACHIEVEMENT_TF_SCOUT_END_RANGE 1041
// Sniper
#define ACHIEVEMENT_TF_SNIPER_START_RANGE 1101
#define ACHIEVEMENT_TF_SNIPER_JARATE_DOMINATED 1101
#define ACHIEVEMENT_TF_SNIPER_FREEZECAM_HAT 1102
#define ACHIEVEMENT_TF_SNIPER_RIFLE_NO_MISSING 1103
#define ACHIEVEMENT_TF_SNIPER_CAPTURE_FLAG 1104
#define ACHIEVEMENT_TF_SNIPER_KILL_GRIND 1105
#define ACHIEVEMENT_TF_SNIPER_KILL_WEAPONS 1106
#define ACHIEVEMENT_TF_SNIPER_HEADSHOT_SNIPERS 1107
#define ACHIEVEMENT_TF_SNIPER_DESTROY_SENTRYGUNS 1108
#define ACHIEVEMENT_TF_SNIPER_KILL_INVIS_SPY 1109
#define ACHIEVEMENT_TF_SNIPER_KILL_MIDAIR_SCOUT 1110
#define ACHIEVEMENT_TF_SNIPER_FREEZECAM_WAVE 1111
#define ACHIEVEMENT_TF_SNIPER_DOMINATE_SNIPER 1112
#define ACHIEVEMENT_TF_SNIPER_KILL_SPIES_MELEE 1113
#define ACHIEVEMENT_TF_SNIPER_HEADSHOT_DEMOMAN 1114
#define ACHIEVEMENT_TF_SNIPER_KILL_RJER 1115
#define ACHIEVEMENT_TF_SNIPER_KILL_OBJECTIVES 1116
#define ACHIEVEMENT_TF_SNIPER_KILL_UNSCOPED 1117
#define ACHIEVEMENT_TF_SNIPER_KILL_CHARGED_MEDIC 1118
#define ACHIEVEMENT_TF_SNIPER_GET_BACKSTABBED 1119
#define ACHIEVEMENT_TF_SNIPER_KILL_AT_ROUNDSTART 1120
#define ACHIEVEMENT_TF_SNIPER_HEADSHOT_POST_INVULN 1121
#define ACHIEVEMENT_TF_SNIPER_TOP_SCOREBOARD_GRIND 1122
#define ACHIEVEMENT_TF_SNIPER_KILL_FAILED_SPY 1123
#define ACHIEVEMENT_TF_SNIPER_JARATE_GROUP 1124
#define ACHIEVEMENT_TF_SNIPER_JARATE_MEDIC_PAIR 1125
#define ACHIEVEMENT_TF_SNIPER_JARATE_REVEAL_SPY 1126
#define ACHIEVEMENT_TF_SNIPER_JARATE_EXTINGUISH 1127
#define ACHIEVEMENT_TF_SNIPER_BOW_PIN_HEAVY 1128
#define ACHIEVEMENT_TF_SNIPER_BOW_KILL_MEDIC_PAIR 1129
#define ACHIEVEMENT_TF_SNIPER_BOW_KILL_FLAGCARRIER 1130
#define ACHIEVEMENT_TF_SNIPER_BOW_PINCUSHION 1131
#define ACHIEVEMENT_TF_SNIPER_JARATE_ASSISTS 1132
#define ACHIEVEMENT_TF_SNIPER_JARATE_KILL_MELEE 1133
#define ACHIEVEMENT_TF_SNIPER_TAUNT_KILL 1134
#define ACHIEVEMENT_TF_SNIPER_BOW_KILL_WHILEDEAD 1135
#define ACHIEVEMENT_TF_SNIPER_ACHIEVE_PROGRESS1 1136
#define ACHIEVEMENT_TF_SNIPER_ACHIEVE_PROGRESS2 1137
#define ACHIEVEMENT_TF_SNIPER_ACHIEVE_PROGRESS3 1138
#define ACHIEVEMENT_TF_SNIPER_CLASSIC_RIFLE_NOSCOPE_HEADSHOT 1139
#define ACHIEVEMENT_TF_SNIPER_CLASSIC_RIFLE_HEADSHOT_JUMPER 1140
#define ACHIEVEMENT_TF_SNIPER_CLASSIC_RIFLE_GIB_GRIND 1141
#define ACHIEVEMENT_TF_SNIPER_PARACHUTE_GRIND 1142
#define ACHIEVEMENT_TF_SNIPER_END_RANGE 1142
// Soldier
#define ACHIEVEMENT_TF_SOLDIER_START_RANGE 1201
#define ACHIEVEMENT_TF_SOLDIER_RJ_EQUALIZER_KILL 1201
#define ACHIEVEMENT_TF_SOLDIER_BUFF_TEAMMATES 1202
#define ACHIEVEMENT_TF_SOLDIER_KILL_DEMOMAN_GRIND 1203
#define ACHIEVEMENT_TF_SOLDIER_KILL_ENGY 1204
#define ACHIEVEMENT_TF_SOLDIER_KILL_PYRO 1205
#define ACHIEVEMENT_TF_SOLDIER_NEMESIS_SHOVEL_KILL 1206
#define ACHIEVEMENT_TF_SOLDIER_DESTROY_STICKIES 1207
#define ACHIEVEMENT_TF_SOLDIER_CROUCH_ROCKET_JUMP 1208
#define ACHIEVEMENT_TF_SOLDIER_EQUALIZER_STREAK 1209
#define ACHIEVEMENT_TF_SOLDIER_BUFF_FRIENDS 1210
#define ACHIEVEMENT_TF_SOLDIER_KILL_GROUP_WITH_CROCKET 1211
#define ACHIEVEMENT_TF_SOLDIER_KILL_TWO_DURING_ROCKET_JUMP 1212
#define ACHIEVEMENT_TF_SOLDIER_KILL_TAUNT 1213
#define ACHIEVEMENT_TF_SOLDIER_DEFEND_MEDIC 1214
#define ACHIEVEMENT_TF_SOLDIER_KILL_WITH_EQUALIZER_WHILE_HURT 1215
#define ACHIEVEMENT_TF_SOLDIER_KILL_AIRBORNE_TARGET_WHILE_AIRBORNE 1216
#define ACHIEVEMENT_TF_SOLDIER_BOUNCE_THEN_SHOTGUN 1217
#define ACHIEVEMENT_TF_SOLDIER_KILL_AIRBORNE_WITH_DIRECT_HIT 1218
#define ACHIEVEMENT_TF_SOLDIER_KILL_SNIPER_WHILE_DEAD 1219
#define ACHIEVEMENT_TF_SOLDIER_DESTROY_SENTRY_OUT_OF_RANGE 1220
#define ACHIEVEMENT_TF_SOLDIER_DUO_SOLDIER_KILLS 1221
#define ACHIEVEMENT_TF_SOLDIER_MVP 1222
#define ACHIEVEMENT_TF_SOLDIER_ASSIST_MEDIC_UBER 1223
#define ACHIEVEMENT_TF_SOLDIER_SHOOT_MULT_CRITS 1224
#define ACHIEVEMENT_TF_SOLDIER_KILL_DEFENSELESS 1225
#define ACHIEVEMENT_TF_SOLDIER_KILL_ON_FIRE 1226
#define ACHIEVEMENT_TF_SOLDIER_FREEZECAM_TAUNT 1227
#define ACHIEVEMENT_TF_SOLDIER_FREEZECAM_GIBS 1228
#define ACHIEVEMENT_TF_SOLDIER_KILL_SPY_KILLER 1229
#define ACHIEVEMENT_TF_SOLDIER_GIB_GRIND 1230
#define ACHIEVEMENT_TF_SOLDIER_THREE_DOMINATIONS 1231
#define ACHIEVEMENT_TF_SOLDIER_RIDE_THE_CART 1232
#define ACHIEVEMENT_TF_SOLDIER_KILL_TWENTY_FROM_ABOVE 1233
#define ACHIEVEMENT_TF_SOLDIER_KILL_FIVE_STUNNED 1234
#define ACHIEVEMENT_TF_SOLDIER_DEFEND_CAP_THIRTY_TIMES 1235
#define ACHIEVEMENT_TF_SOLDIER_ACHIEVE_PROGRESS1 1236
#define ACHIEVEMENT_TF_SOLDIER_ACHIEVE_PROGRESS2 1237
#define ACHIEVEMENT_TF_SOLDIER_ACHIEVE_PROGRESS3 1238
#define ACHIEVEMENT_TF_SOLDIER_PARACHUTE_KILL_GROUP 1239
#define ACHIEVEMENT_TF_SOLDIER_PARACHUTE_DISTANCE 1240
#define ACHIEVEMENT_TF_SOLDIER_PARACHUTE_KILL_PARACHUTE 1241
#define ACHIEVEMENT_TF_SOLDIER_AIRSTRIKE_MAX_CLIP 1242
#define ACHIEVEMENT_TF_SOLDIER_AIRSTRIKE_GROUP_KILL 1243
#define ACHIEVEMENT_TF_SOLDIER_END_RANGE 1243
// Demoman
#define ACHIEVEMENT_TF_DEMOMAN_START_RANGE 1301
#define ACHIEVEMENT_TF_DEMOMAN_KILL_SOLDIER_GRIND 1301
#define ACHIEVEMENT_TF_DEMOMAN_DESTROY_BUILDINGS_WITH_MEDIC 1302
#define ACHIEVEMENT_TF_DEMOMAN_DECAPITATE_CLOAKED_SPY 1303
#define ACHIEVEMENT_TF_DEMOMAN_KILL_X_WITH_DIRECTPIPE 1304
#define ACHIEVEMENT_TF_DEMOMAN_BOUNCE_AND_KILL 1305
#define ACHIEVEMENT_TF_DEMOMAN_KILL_TWO_DURING_STICKYJUMP 1306
#define ACHIEVEMENT_TF_DEMOMAN_KILL_PLAYER_AFTER_TP 1307
#define ACHIEVEMENT_TF_DEMOMAN_DOMINATE_THREE_ENGINEERS 1308
#define ACHIEVEMENT_TF_DEMOMAN_KILL_BUILDING_DIRECT_HIT 1309
#define ACHIEVEMENT_TF_DEMOMAN_DECAPITATE_PLAYERS 1310
#define ACHIEVEMENT_TF_DEMOMAN_DECAPITATE_PLAYERS_FAST 1311
#define ACHIEVEMENT_TF_DEMOMAN_DUO_DEMOMAN_KILLS 1312
#define ACHIEVEMENT_TF_DEMOMAN_MELEE_KILL_WHILE_STICKYJUMPING 1313
#define ACHIEVEMENT_TF_DEMOMAN_KILL_ENGI_SENTRY_DISPENSER 1314
#define ACHIEVEMENT_TF_DEMOMAN_DECAPITATE_EQUALIZER 1315
#define ACHIEVEMENT_TF_DEMOMAN_DECAPITATE_NEMESIS 1316
#define ACHIEVEMENT_TF_DEMOMAN_DAMAGE_GRIND 1317
#define ACHIEVEMENT_TF_DEMOMAN_KILL_X_CAPPING_ONEDET 1318
#define ACHIEVEMENT_TF_DEMOMAN_KILL_X_DEFENDING 1319
#define ACHIEVEMENT_TF_DEMOMAN_DESTROY_BUILDINGS_GRIND 1320
#define ACHIEVEMENT_TF_DEMOMAN_KILL_X_HEAVIES_FULLHP_ONEDET 1321
#define ACHIEVEMENT_TF_DEMOMAN_KILL_X_SCOUTS_PYROS 1322
#define ACHIEVEMENT_TF_DEMOMAN_TAUNT_KILL 1323
#define ACHIEVEMENT_TF_DEMOMAN_CHARGE_KILL 1324
#define ACHIEVEMENT_TF_DEMOMAN_CRIT_SWORD_KILL 1325
#define ACHIEVEMENT_TF_DEMOMAN_AIR_BURST_KILLS 1326
#define ACHIEVEMENT_TF_DEMOMAN_STICKYJUMP_CAP 1327
#define ACHIEVEMENT_TF_DEMOMAN_FREEZECAM_SMILE 1328
#define ACHIEVEMENT_TF_DEMOMAN_FREEZECAM_RUMP 1329
#define ACHIEVEMENT_TF_DEMOMAN_ENVIRONMENTAL_KILL 1330
#define ACHIEVEMENT_TF_DEMOMAN_DESTROY_X_STICKYBOMBS 1331
#define ACHIEVEMENT_TF_DEMOMAN_STICKJUMP_DISTANCE 1332
#define ACHIEVEMENT_TF_DEMOMAN_KILL3_WITH_DETONATION 1333
#define ACHIEVEMENT_TF_DEMOMAN_KILLXSAPPINGSPIES 1334
#define ACHIEVEMENT_TF_DEMOMAN_KILL3_WITH_PIPE_SETUPS 1335
#define ACHIEVEMENT_TF_DEMOMAN_ACHIEVE_PROGRESS1 1336
#define ACHIEVEMENT_TF_DEMOMAN_ACHIEVE_PROGRESS2 1337
#define ACHIEVEMENT_TF_DEMOMAN_ACHIEVE_PROGRESS3 1338
#define ACHIEVEMENT_TF_DEMOMAN_PARACHUTE_KILL_GROUP 1339
#define ACHIEVEMENT_TF_DEMOMAN_PARACHUTE_DISTANCE 1340
#define ACHIEVEMENT_TF_DEMOMAN_PARACHUTE_KILL_PARACHUTE 1341
#define ACHIEVEMENT_TF_DEMOMAN_KILL_PLAYER_YOU_DIDNT_SEE 1342
#define ACHIEVEMENT_TF_DEMOMAN_QUICK_KILLS 1343
#define ACHIEVEMENT_TF_DEMOMAN_CHARGE_KILL_CHARGING_DEMO 1344
#define ACHIEVEMENT_TF_DEMOMAN_END_RANGE 1344
// Medic
#define ACHIEVEMENT_TF_MEDIC_START_RANGE 1401
#define ACHIEVEMENT_TF_MEDIC_TOP_SCOREBOARD 1401
#define ACHIEVEMENT_TF_MEDIC_HEAL_UNDER_FIRE 1402
#define ACHIEVEMENT_TF_MEDIC_SIMUL_CHARGE 1403
#define ACHIEVEMENT_TF_MEDIC_SETUP_CHARGE 1404
#define ACHIEVEMENT_TF_MEDIC_RAPID_CHARGE 1405
#define ACHIEVEMENT_TF_MEDIC_COUNTER_CHARGE 1406
#define ACHIEVEMENT_TF_MEDIC_SWITCH_TO_MEDIC 1407
#define ACHIEVEMENT_TF_MEDIC_SAVE_TEAMMATE 1408
#define ACHIEVEMENT_TF_MEDIC_CHARGE_BLOCKER 1409
#define ACHIEVEMENT_TF_MEDIC_ASSIST_MEDIC 1410
#define ACHIEVEMENT_TF_MEDIC_SYRINGE_SCOUTS 1411
#define ACHIEVEMENT_TF_MEDIC_BONESAW_MEDICS 1412
#define ACHIEVEMENT_TF_MEDIC_ASSIST_HEAVY_LONG 1413
#define ACHIEVEMENT_TF_MEDIC_ASSIST_SCOUT 1414
#define ACHIEVEMENT_TF_MEDIC_ASSIST_PYRO 1415
#define ACHIEVEMENT_TF_MEDIC_ASSIST_HEAVY 1416
#define ACHIEVEMENT_TF_MEDIC_ASSIST_DEMOMAN 1417
#define ACHIEVEMENT_TF_MEDIC_ASSIST_SOLDIER 1418
#define ACHIEVEMENT_TF_MEDIC_HEAL_ENGINEER 1419
#define ACHIEVEMENT_TF_MEDIC_ASSIST_CAPTURER 1420
#define ACHIEVEMENT_TF_MEDIC_HEAL_CALLERS 1421
#define ACHIEVEMENT_TF_MEDIC_EXTINGUISH_TEAMMATES 1422
#define ACHIEVEMENT_TF_MEDIC_ASSIST_VS_NEMESES 1423
#define ACHIEVEMENT_TF_MEDIC_KILL_WHILE_CHARGED 1424
#define ACHIEVEMENT_TF_MEDIC_BONESAW_NOMISSES 1425
#define ACHIEVEMENT_TF_MEDIC_HEAL_LARGE 1426
#define ACHIEVEMENT_TF_MEDIC_HEAL_HUGE 1427
#define ACHIEVEMENT_TF_MEDIC_HEAL_GRIND 1428
#define ACHIEVEMENT_TF_MEDIC_KILL_HEALED_SPY 1429
#define ACHIEVEMENT_TF_MEDIC_SAVE_FALLING_TEAMMATE 1430
#define ACHIEVEMENT_TF_MEDIC_CHARGE_JUGGLE 1431
#define ACHIEVEMENT_TF_MEDIC_FREEZECAM_RAGDOLL 1432
#define ACHIEVEMENT_TF_MEDIC_BONESAW_SPY_CALLERS 1433
#define ACHIEVEMENT_TF_MEDIC_CHARGE_FRIENDS 1434
#define ACHIEVEMENT_TF_MEDIC_INVITE_JOIN_CHARGE 1435
#define ACHIEVEMENT_TF_MEDIC_HEAL_ACHIEVER 1436
#define ACHIEVEMENT_TF_MEDIC_ACHIEVE_PROGRESS1 1437
#define ACHIEVEMENT_TF_MEDIC_ACHIEVE_PROGRESS2 1438
#define ACHIEVEMENT_TF_MEDIC_ACHIEVE_PROGRESS3 1439
#define ACHIEVEMENT_TF_MEDIC_END_RANGE 1439
// Heavy
#define ACHIEVEMENT_TF_HEAVY_START_RANGE 1501
#define ACHIEVEMENT_TF_HEAVY_DAMAGE_TAKEN 1501
#define ACHIEVEMENT_TF_HEAVY_DEFEND_MEDIC 1502
#define ACHIEVEMENT_TF_HEAVY_ASSIST_MEDIC_LARGE 1503
#define ACHIEVEMENT_TF_HEAVY_EARN_MEDIC_DOMINATION 1504
#define ACHIEVEMENT_TF_HEAVY_KILL_TAUNT 1505
#define ACHIEVEMENT_TF_HEAVY_KILL_FLAG_CARRIERS 1506
#define ACHIEVEMENT_TF_HEAVY_KILL_MEDIC_PAIR 1507
#define ACHIEVEMENT_TF_HEAVY_BLOCK_INVULN_HEAVY 1508
#define ACHIEVEMENT_TF_HEAVY_BLOCK_CART 1509
#define ACHIEVEMENT_TF_HEAVY_RECEIVE_UBER_GRIND 1510
#define ACHIEVEMENT_TF_HEAVY_STAND_NEAR_DISPENSER 1511
#define ACHIEVEMENT_TF_HEAVY_ASSIST_HEAVY_GRIND 1512
#define ACHIEVEMENT_TF_HEAVY_CLEAR_STICKYBOMBS 1513
#define ACHIEVEMENT_TF_HEAVY_KILL_UNDERWATER 1514
#define ACHIEVEMENT_TF_HEAVY_TAKE_MULTI_DAMAGE 1515
#define ACHIEVEMENT_TF_HEAVY_KILL_DOMINATED 1516
#define ACHIEVEMENT_TF_HEAVY_SURVIVE_CROCKET 1517
#define ACHIEVEMENT_TF_HEAVY_ASSIST_GRIND 1518
#define ACHIEVEMENT_TF_HEAVY_UNCOVER_SPIES 1519
#define ACHIEVEMENT_TF_HEAVY_KILL_WHILE_SPUNUP 1520
#define ACHIEVEMENT_TF_HEAVY_FIRE_LOTS 1521
#define ACHIEVEMENT_TF_HEAVY_KILL_CRIT_PUNCH 1522
#define ACHIEVEMENT_TF_HEAVY_HEAL_MEDIKITS 1523
#define ACHIEVEMENT_TF_HEAVY_KILL_SHOTGUN 1524
#define ACHIEVEMENT_TF_HEAVY_FIRST_TO_CAP 1525
#define ACHIEVEMENT_TF_HEAVY_PAYLOAD_CAP_GRIND 1526
#define ACHIEVEMENT_TF_HEAVY_KILL_MIDAIR_MINIGUN 1527
#define ACHIEVEMENT_TF_HEAVY_DEFEND_CONTROL_POINT 1528
#define ACHIEVEMENT_TF_HEAVY_KILL_CAPPING_ENEMIES 1529
#define ACHIEVEMENT_TF_HEAVY_REVENGE_ASSIST 1530
#define ACHIEVEMENT_TF_HEAVY_TELEPORT_FAST_KILL 1531
#define ACHIEVEMENT_TF_HEAVY_FREEZECAM_TAUNT 1532
#define ACHIEVEMENT_TF_HEAVY_EAT_SANDWICHES 1533
#define ACHIEVEMENT_TF_HEAVY_KILL_SCOUTS 1534
#define ACHIEVEMENT_TF_HEAVY_KILL_HEAVIES_GLOVES 1535
#define ACHIEVEMENT_TF_HEAVY_ACHIEVE_PROGRESS1 1537
#define ACHIEVEMENT_TF_HEAVY_ACHIEVE_PROGRESS2 1538
#define ACHIEVEMENT_TF_HEAVY_ACHIEVE_PROGRESS3 1539
#define ACHIEVEMENT_TF_HEAVY_END_RANGE 1539
// Pyro
#define ACHIEVEMENT_TF_PYRO_START_RANGE 1601
#define ACHIEVEMENT_TF_PYRO_KILL_MULTIWEAPONS 1601
#define ACHIEVEMENT_TF_PYRO_SIMULBURN_SCOUTS 1602
#define ACHIEVEMENT_TF_PYRO_FORCE_WATERJUMP 1603
#define ACHIEVEMENT_TF_PYRO_KILL_POSTDEATH 1604
#define ACHIEVEMENT_TF_PYRO_KILL_SPIES 1605
#define ACHIEVEMENT_TF_PYRO_KILL_CARRIERS 1606
#define ACHIEVEMENT_TF_PYRO_REVEAL_SPIES 1607
#define ACHIEVEMENT_TF_PYRO_CAMP_TELEPORTERS 1608
#define ACHIEVEMENT_TF_PYRO_CAMP_POSITION 1609
#define ACHIEVEMENT_TF_PYRO_KILL_AXE_SMALL 1610
#define ACHIEVEMENT_TF_PYRO_KILL_AXE_LARGE 1611
#define ACHIEVEMENT_TF_PYRO_KILL_FROM_BEHIND 1612
#define ACHIEVEMENT_TF_PYRO_BURN_SPIES_AS_YOU 1613
#define ACHIEVEMENT_TF_PYRO_BURN_SNIPERS_ZOOMED 1614
#define ACHIEVEMENT_TF_PYRO_BURN_MEDICS_CHARGED 1615
#define ACHIEVEMENT_TF_PYRO_REFLECT_PROJECTILES 1616
#define ACHIEVEMENT_TF_PYRO_KILL_HEAVIES 1617
#define ACHIEVEMENT_TF_PYRO_KILL_UNDERWATER 1618
#define ACHIEVEMENT_TF_PYRO_KILL_UBERCHARGE 1619
#define ACHIEVEMENT_TF_PYRO_DESTROY_BUILDINGS 1620
#define ACHIEVEMENT_TF_PYRO_DEFEND_POINTS 1621
#define ACHIEVEMENT_TF_PYRO_KILL_GRIND 1622
#define ACHIEVEMENT_TF_PYRO_DAMAGE_GRIND 1623
#define ACHIEVEMENT_TF_PYRO_BURN_MEDICPAIR 1624
#define ACHIEVEMENT_TF_PYRO_KILL_TAUNT 1625
#define ACHIEVEMENT_TF_PYRO_KILL_TEAMWORK 1626
#define ACHIEVEMENT_TF_PYRO_BURN_SPY_TAUNT 1627
#define ACHIEVEMENT_TF_PYRO_DOMINATE_LEAVESVR 1628
#define ACHIEVEMENT_TF_PYRO_REFLECT_CROCKET_KILL 1629
#define ACHIEVEMENT_TF_PYRO_KILL_TAUNTERS 1630
#define ACHIEVEMENT_TF_PYRO_DOUBLE_KO 1631
#define ACHIEVEMENT_TF_PYRO_BURN_RJ_SOLDIER 1632
#define ACHIEVEMENT_TF_PYRO_FREEZECAM_TAUNTS 1633
#define ACHIEVEMENT_TF_PYRO_KILL_GRIND_LARGE 1634
#define ACHIEVEMENT_TF_PYRO_IGNITE_FLAREGUN 1635
#define ACHIEVEMENT_TF_PYRO_ACHIEVE_PROGRESS1 1637
#define ACHIEVEMENT_TF_PYRO_ACHIEVE_PROGRESS2 1638
#define ACHIEVEMENT_TF_PYRO_ACHIEVE_PROGRESS3 1639
#define ACHIEVEMENT_TF_PYRO_IGNITE_WITH_RAINBOW 1640
#define ACHIEVEMENT_TF_PYRO_IGNITE_PLAYER_BEING_FLIPPED 1641
#define ACHIEVEMENT_TF_PYRO_END_RANGE 1641
// Spy
#define ACHIEVEMENT_TF_SPY_START_RANGE 1701
#define ACHIEVEMENT_TF_SPY_BACKSTAB_SNIPERS 1701
#define ACHIEVEMENT_TF_SPY_FREEZECAM_FLICK 1702
#define ACHIEVEMENT_TF_SPY_BACKSTAB_DISGUISED_SPY 1703
#define ACHIEVEMENT_TF_SPY_BACKSTAB_DISGUISE_TARGET 1704
#define ACHIEVEMENT_TF_SPY_TAUNT_KILL 1705
#define ACHIEVEMENT_TF_SPY_BACKSTAB_MEDIC_HEALING_YOU 1706
#define ACHIEVEMENT_TF_SPY_BACKSTAB_ENGY_SAP_BUILDING 1707
#define ACHIEVEMENT_TF_SPY_SAP_BUILDING_BACKSTAB_ENGY 1708
#define ACHIEVEMENT_TF_SPY_BACKSTAB_MEDIC_PAIR 1709
#define ACHIEVEMENT_TF_SPY_BACKSTAB_FRIENDS 1710
#define ACHIEVEMENT_TF_SPY_DOMINATE_SNIPER 1711
#define ACHIEVEMENT_TF_SPY_BUMP_CLOAKED_SPY 1712
#define ACHIEVEMENT_TF_SPY_KILL_SPY_WITH_KNIFE 1713
#define ACHIEVEMENT_TF_SPY_SURVIVE_BURNING 1714
#define ACHIEVEMENT_TF_SPY_BREAK_SHIELD_KILL_SNIPER 1715
#define ACHIEVEMENT_TF_SPY_KILL_WORKING_ENGY 1716
#define ACHIEVEMENT_TF_SPY_FAST_CAP 1717
#define ACHIEVEMENT_TF_SPY_MEDIC_HEALING_KILL_ENEMY 1718
#define ACHIEVEMENT_TF_SPY_KILL_CP_DEFENDERS 1719
#define ACHIEVEMENT_TF_SPY_BACKSTAB_DOMINATING_ENEMY 1720
#define ACHIEVEMENT_TF_SPY_REVENGE_WITH_BACKSTAB 1721
#define ACHIEVEMENT_TF_SPY_KNIFE_KILL_WHILE_JARATED 1722
#define ACHIEVEMENT_TF_SPY_BACKSTAB_QUICK_KILLS 1723
#define ACHIEVEMENT_TF_SPY_BACKSTAB_GRIND 1724
#define ACHIEVEMENT_TF_SPY_SAPPER_GRIND 1725
#define ACHIEVEMENT_TF_SPY_SAPPER_TEAMWORK 1726
#define ACHIEVEMENT_TF_SPY_BACKSTAB_MEDIC_CHARGED 1727
#define ACHIEVEMENT_TF_SPY_BACKSTAB_CAPPING_ENEMIES 1728
#define ACHIEVEMENT_TF_SPY_BACKSTAB_ENEMY_SWITCH_PYRO 1729
#define ACHIEVEMENT_TF_SPY_AMBASSADOR_GRIND 1730
#define ACHIEVEMENT_TF_SPY_AMBASSADOR_SNIPER_GRIND 1731
#define ACHIEVEMENT_TF_SPY_FEIGN_DEATH_KILL 1732
#define ACHIEVEMENT_TF_SPY_AMBASSADOR_SCOUT_GRIND 1733
#define ACHIEVEMENT_TF_SPY_CAMP_POSITION 1734
#define ACHIEVEMENT_TF_SPY_ACHIEVE_PROGRESS1 1735
#define ACHIEVEMENT_TF_SPY_ACHIEVE_PROGRESS2 1736
#define ACHIEVEMENT_TF_SPY_ACHIEVE_PROGRESS3 1737
#define ACHIEVEMENT_TF_SPY_KILL_BACKSCATTER_SCOUT 1738
#define ACHIEVEMENT_TF_SPY_END_RANGE 1738
// Engineer
#define ACHIEVEMENT_TF_ENGINEER_START_RANGE 1801
#define ACHIEVEMENT_TF_ENGINEER_ACHIEVE_PROGRESS1 1801
#define ACHIEVEMENT_TF_ENGINEER_ACHIEVE_PROGRESS2 1802
#define ACHIEVEMENT_TF_ENGINEER_ACHIEVE_PROGRESS3 1803
#define ACHIEVEMENT_TF_ENGINEER_REVENGE_CRIT_SENTRY_KILLER 1804
#define ACHIEVEMENT_TF_ENGINEER_TELEPORT_GRIND 1805
#define ACHIEVEMENT_TF_ENGINEER_DISPENSER_EXTINGUISH 1806
#define ACHIEVEMENT_TF_ENGINEER_MANUAL_CLOAKED_SPY_KILL 1807
#define ACHIEVEMENT_TF_ENGINEER_REVENGE_CRIT_LIFE 1808
#define ACHIEVEMENT_TF_ENGINEER_MANUAL_SENTRY_ABSORB_DMG 1809
#define ACHIEVEMENT_TF_ENGINEER_MANUAL_SENTRY_KILLS_BEYOND_RANGE 1810
#define ACHIEVEMENT_TF_ENGINEER_UPGRADE_BUILDINGS 1811
#define ACHIEVEMENT_TF_ENGINEER_DISPENSER_HEAL_GROUP 1812
#define ACHIEVEMENT_TF_ENGINEER_SENTRY_KILL_LIFETIME_GRIND 1813
#define ACHIEVEMENT_TF_ENGINEER_WASTE_METAL_GRIND 1814
#define ACHIEVEMENT_TF_ENGINEER_KILL_FLAG_CARRIERS 1815
#define ACHIEVEMENT_TF_ENGINEER_KILL_DISGUISED_SPY 1816
#define ACHIEVEMENT_TF_ENGINEER_HELP_BUILD_STRUCTURE 1817
#define ACHIEVEMENT_TF_ENGINEER_FREEZECAM_TAUNT 1818
#define ACHIEVEMENT_TF_ENGINEER_FREEZECAM_SENTRY 1819
#define ACHIEVEMENT_TF_ENGINEER_SHOTGUN_KILL_PREV_SENTRY_TARGET 1820
#define ACHIEVEMENT_TF_ENGINEER_SENTRY_AVENGES_YOU 1821
#define ACHIEVEMENT_TF_ENGINEER_REPAIR_SENTRY_W_MEDIC 1822
#define ACHIEVEMENT_TF_ENGINEER_SENTRY_KILL_CAPS 1823
#define ACHIEVEMENT_TF_ENGINEER_DESTROY_SAPPERS 1824
#define ACHIEVEMENT_TF_ENGINEER_KILL_SPY_TWO_SAPPERS 1825
#define ACHIEVEMENT_TF_ENGINEER_REMOVE_SAPPER_LONG_DIST 1826
#define ACHIEVEMENT_TF_ENGINEER_TAUNT_KILL 1827
#define ACHIEVEMENT_TF_ENGINEER_DESTROY_STICKIES 1828
#define ACHIEVEMENT_TF_ENGINEER_HELP_MANUAL_SENTRY 1829
#define ACHIEVEMENT_TF_ENGINEER_KILL_SNIPERS_SENTRY 1830
#define ACHIEVEMENT_TF_ENGINEER_KILL_SENTRY_WITH_SENTRY 1831
#define ACHIEVEMENT_TF_ENGINEER_MOVE_SENTRY_GET_KILL 1832
#define ACHIEVEMENT_TF_ENGINEER_BUILDING_CARRY 1833
#define ACHIEVEMENT_TF_ENGINEER_KILL_ASSIST 1834
#define ACHIEVEMENT_TF_ENGINEER_DISPENSER_HEAL_GRIND 1835
#define ACHIEVEMENT_TF_ENGINEER_REPAIR_TEAM_GRIND 1836
#define ACHIEVEMENT_TF_ENGINEER_TANK_DAMAGE 1837
#define ACHIEVEMENT_TF_ENGINEER_HEAVY_ASSIST 1838
#define ACHIEVEMENT_TF_ENGINEER_END_RANGE 1838
#define ACHIEVEMENT_END_CLASS_SPECIFIC 1899
// Halloween Events
#define ACHIEVEMENT_TF_HALLOWEEN_START_RANGE 1901
#define ACHIEVEMENT_TF_HALLOWEEN_COLLECT_PUMPKINS 1901
#define ACHIEVEMENT_TF_HALLOWEEN_DOMINATE_FOR_HAT 1902
#define ACHIEVEMENT_TF_HALLOWEEN_KILL_SCARED_PLAYER 1903
#define ACHIEVEMENT_TF_HALLOWEEN_PUMPKIN_KILL 1904
#define ACHIEVEMENT_TF_HALLOWEEN_DISGUISED_SPY_KILL 1905
#define ACHIEVEMENT_TF_HALLOWEEN_BOSS_KILL 1906
#define ACHIEVEMENT_TF_HALLOWEEN_COLLECT_GOODY_BAG 1907
#define ACHIEVEMENT_TF_HALLOWEEN_CRAFT_SAXTON_MASK 1908
#define ACHIEVEMENT_TF_HALLOWEEN_BOSS_KILL_MELEE 1909
#define ACHIEVEMENT_TF_HALLOWEEN_EYEBOSS_KILL 1910
#define ACHIEVEMENT_TF_HALLOWEEN_LOOT_ISLAND 1911
#define ACHIEVEMENT_TF_HALLOWEEN_MERASMUS_COLLECT_LOOT 1912
#define ACHIEVEMENT_TF_HALLOWEEN_MERASMUS_KILL 1913
// These six achievements are part of the milestone for Helltower. Order matters here.
#define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_RARE_SPELL 1914
#define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_WIN_ROUNDS 1915
#define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_ENVIRONMENTAL_KILLS 1916
#define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_SKELETON_GRIND 1917
#define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_KILL_GRIND 1918
#define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_KILL_BROTHERS 1919
// This is the milestone for Helltower. Order matters here. 4/6 of the above achievements are required.
#define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_MILESTONE 1920
#define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_SKULL_ISLAND_REWARD 1921
// These six achievements are part of the milestone for Doomsday. Order matters here.
#define ACHIEVEMENT_TF_HALLOWEEN_DOOMSDAY_KILL_KARTS 1922
#define ACHIEVEMENT_TF_HALLOWEEN_DOOMSDAY_COLLECT_DUCKS 1923
#define ACHIEVEMENT_TF_HALLOWEEN_DOOMSDAY_SCORE_GOALS 1924
#define ACHIEVEMENT_TF_HALLOWEEN_DOOMSDAY_RESPAWN_TEAMMATES 1925
#define ACHIEVEMENT_TF_HALLOWEEN_DOOMSDAY_TINY_SMASHER 1926
#define ACHIEVEMENT_TF_HALLOWEEN_DOOMSDAY_WIN_MINIGAMES 1927
// This is the milestone for Doomsday. Order matters here. 4/6 of the above achievements are required.
#define ACHIEVEMENT_TF_HALLOWEEN_DOOMSDAY_MILESTONE 1928
#define ACHIEVEMENT_TF_HALLOWEEN_END_RANGE 1928
// Replay Achievements
#define ACHIEVEMENT_TF_REPLAY_START_RANGE 2001
#define ACHIEVEMENT_TF_REPLAY_SAVE_REPLAY 2001
#define ACHIEVEMENT_TF_REPLAY_PERFORMANCE_MODE 2002
#define ACHIEVEMENT_TF_REPLAY_BROWSE_REPLAYS 2003
#define ACHIEVEMENT_TF_REPLAY_EDIT_TIME 2004
#define ACHIEVEMENT_TF_REPLAY_YOUTUBE_VIEWS_TIER1 2005
#define ACHIEVEMENT_TF_REPLAY_YOUTUBE_VIEWS_TIER2 2006
#define ACHIEVEMENT_TF_REPLAY_YOUTUBE_VIEWS_TIER3 2007
#define ACHIEVEMENT_TF_REPLAY_YOUTUBE_VIEWS_HIGHEST 2008
#define ACHIEVEMENT_TF_REPLAY_END_RANGE 2008
// Christmas Event
#define ACHIEVEMENT_TF_CHRISTMAS_START_RANGE 2101
#define ACHIEVEMENT_TF_CHRISTMAS_COLLECT_GIFTS 2101
#define ACHIEVEMENT_TF_CHRISTMAS_END_RANGE 2101
// Foundry Achievements
#define ACHIEVEMENT_TF_MAPS_FOUNDRY_START_RANGE 2201
#define ACHIEVEMENT_TF_MAPS_FOUNDRY_KILL_CAPPING_ENEMY 2201
#define ACHIEVEMENT_TF_MAPS_FOUNDRY_PLAY_GAME_FRIENDS 2202
#define ACHIEVEMENT_TF_MAPS_FOUNDRY_WIN_MINTIME 2203
#define ACHIEVEMENT_TF_MAPS_FOUNDRY_WIN_ROUNDS 2204
#define ACHIEVEMENT_TF_MAPS_FOUNDRY_FAST_FINAL_CAP 2205
#define ACHIEVEMENT_TF_MAPS_FOUNDRY_TELEPORT_AND_CAP 2206
#define ACHIEVEMENT_TF_MAPS_FOUNDRY_PUSH_INTO_CAULDRON 2207
#define ACHIEVEMENT_TF_MAPS_FOUNDRY_PUSH_BACK_AND_WIN 2208
#define ACHIEVEMENT_TF_MAPS_FOUNDRY_PLAY_EACH_CLASS 2209
#define ACHIEVEMENT_TF_MAPS_FOUNDRY_KILL_ENEMY_ON_ROOF 2210
#define ACHIEVEMENT_TF_MAPS_FOUNDRY_BACK_AND_FORTH_BATTLE 2211
#define ACHIEVEMENT_TF_MAPS_FOUNDRY_ACHIEVE_PROGRESS1 2212
#define ACHIEVEMENT_TF_MAPS_FOUNDRY_END_RANGE 2212
// MvM Achievements
#define ACHIEVEMENT_TF_MVM_START_RANGE 2301
#define ACHIEVEMENT_TF_MVM_COMPLETE_POP_FILE 2301
#define ACHIEVEMENT_TF_MVM_EARN_MONEY_BONUS 2302
#define ACHIEVEMENT_TF_MVM_ADVANCED_EARN_ALL_BONUSES 2303
#define ACHIEVEMENT_TF_MVM_PICKUP_MONEY_ABOUT_TO_EXPIRE 2304
#define ACHIEVEMENT_TF_MVM_COLLECT_MONEY_GRIND 2305
#define ACHIEVEMENT_TF_MVM_PLAY_GAME_FRIENDS 2306
#define ACHIEVEMENT_TF_MVM_PLAY_EACH_CLASS 2307
#define ACHIEVEMENT_TF_MVM_DESTROY_TWO_TANKS 2308
#define ACHIEVEMENT_TF_MVM_DESTROY_TANK_WHILE_DEPLOYING 2309
#define ACHIEVEMENT_TF_MVM_DESTROY_TANK_QUICKLY 2310
#define ACHIEVEMENT_TF_MVM_DEFEND_CAP 2311
#define ACHIEVEMENT_TF_MVM_KILL_BOMB_CARRIERS 2312
#define ACHIEVEMENT_TF_MVM_COMPLETE_WAVE_WITHOUT_DYING 2313
#define ACHIEVEMENT_TF_MVM_COMPLETE_TOUR 2314
#define ACHIEVEMENT_TF_MVM_USE_TELEPORT_BOTTLE 2315
#define ACHIEVEMENT_TF_MVM_USE_CRIT_BOTTLE 2316
#define ACHIEVEMENT_TF_MVM_USE_UBER_BOTTLE 2317
#define ACHIEVEMENT_TF_MVM_USE_BUILD_BOTTLE 2318
#define ACHIEVEMENT_TF_MVM_USE_AMMO_BOTTLE 2319
#define ACHIEVEMENT_TF_MVM_MAX_PRIMARY_UPGRADES 2320
#define ACHIEVEMENT_TF_MVM_MAX_PLAYER_RESISTANCES 2321
#define ACHIEVEMENT_TF_MVM_NO_ALARMS_IN_FINAL_WAVE 2322
#define ACHIEVEMENT_TF_MVM_KILL_MEDICS_CHARGED 2323
#define ACHIEVEMENT_TF_MVM_KILL_ROBOT_GRIND 2324
#define ACHIEVEMENT_TF_MVM_KILL_ROBOT_MEGA_GRIND 2325
#define ACHIEVEMENT_TF_MVM_KILL_SENTRY_BUSTER 2326
#define ACHIEVEMENT_TF_MVM_SPY_SAP_ROBOTS 2327
#define ACHIEVEMENT_TF_MVM_SOLDIER_BUFF_TEAM 2328
#define ACHIEVEMENT_TF_MVM_HEAVY_RAGE_PUSH_DEPLOYING_ROBOT 2329
#define ACHIEVEMENT_TF_MVM_MEDIC_SHARE_BOTTLES 2330
#define ACHIEVEMENT_TF_MVM_DEMO_GROUP_KILL 2331
#define ACHIEVEMENT_TF_MVM_SCOUT_MARK_FOR_DEATH 2332
#define ACHIEVEMENT_TF_MVM_SNIPER_KILL_GROUP 2333
#define ACHIEVEMENT_TF_MVM_PYRO_BOMB_RESET 2334
#define ACHIEVEMENT_TF_MVM_ENGINEER_ESCAPE_SENTRY_BUSTER 2335
#define ACHIEVEMENT_TF_MVM_ACHIEVE_PROGRESS1 2336
#define ACHIEVEMENT_TF_MVM_ACHIEVE_PROGRESS2 2337
#define ACHIEVEMENT_TF_MVM_ACHIEVE_PROGRESS3 2338
#define ACHIEVEMENT_TF_MVM_MAPS_ROTTENBURG_TANK 2339
#define ACHIEVEMENT_TF_MVM_MAPS_ROTTENBURG_BOMB 2340
#define ACHIEVEMENT_TF_MVM_MAPS_ROTTENBURG_PIT_GRIND 2341
#define ACHIEVEMENT_TF_MVM_MAPS_MANNHATTAN_PIT 2342
#define ACHIEVEMENT_TF_MVM_MAPS_MANNHATTAN_MYSTERY 2343
#define ACHIEVEMENT_TF_MVM_MAPS_MANNHATTAN_NO_GATES 2344
#define ACHIEVEMENT_TF_MVM_MAPS_MANNHATTAN_STUN_RADIOWAVE 2345
#define ACHIEVEMENT_TF_MVM_MAPS_MANNHATTAN_BOMB_BOT_GRIND 2346
#define ACHIEVEMENT_TF_MVM_SENTRY_BUSTER_FRIENDLY_FIRE 2347
#define ACHIEVEMENT_TF_MVM_SNIPER_COLLECT_HEADSHOT_MONEY 2348
#define ACHIEVEMENT_TF_MVM_MEDIC_SHIELD_BLOCK_DAMAGE 2349
#define ACHIEVEMENT_TF_MVM_MEDIC_REVIVE_TEAMMATES 2350
#define ACHIEVEMENT_TF_MVM_ROCKET_SPECIALIST_KILL_GRIND 2351
#define ACHIEVEMENT_TF_MVM_ROCKET_SPECIALIST_STUN_GRIND 2352
#define ACHIEVEMENT_TF_MVM_END_RANGE 2352
// Doomsday Achievements
#define ACHIEVEMENT_TF_MAPS_DOOMSDAY_START_RANGE 2401
#define ACHIEVEMENT_TF_MAPS_DOOMSDAY_SOLO_CAPTURE 2401
#define ACHIEVEMENT_TF_MAPS_DOOMSDAY_PLAY_GAME_FRIENDS 2402
#define ACHIEVEMENT_TF_MAPS_DOOMSDAY_WIN_ROUNDS 2403
#define ACHIEVEMENT_TF_MAPS_DOOMSDAY_PLAY_EACH_CLASS 2404
#define ACHIEVEMENT_TF_MAPS_DOOMSDAY_KILL_ENEMIES_ON_ELEVATOR 2405
#define ACHIEVEMENT_TF_MAPS_DOOMSDAY_PUSH_BACK_AND_WIN 2406
#define ACHIEVEMENT_TF_MAPS_DOOMSDAY_KILL_CARRIERS 2407
#define ACHIEVEMENT_TF_MAPS_DOOMSDAY_RIDE_THE_ELEVATOR 2408
#define ACHIEVEMENT_TF_MAPS_DOOMSDAY_DENY_NEUTRAL_PICKUP 2409
#define ACHIEVEMENT_TF_MAPS_DOOMSDAY_PUSH_INTO_EXHAUST 2410
#define ACHIEVEMENT_TF_MAPS_DOOMSDAY_DEFEND_CARRIER 2411
#define ACHIEVEMENT_TF_MAPS_DOOMSDAY_ACHIEVE_PROGRESS1 2412
#define ACHIEVEMENT_TF_MAPS_DOOMSDAY_END_RANGE 2412
// Process Achievement
#define ACHIEVEMENT_TF_MAPS_PROCESS_START_RANGE 2501
#define ACHIEVEMENT_TF_MAPS_PROCESS_WIN_ROUNDS 2501
#define ACHIEVEMENT_TF_MAPS_PROCESS_END_RANGE 2501
// Standin Achievement
#define ACHIEVEMENT_TF_MAPS_STANDIN_START_RANGE 2601
#define ACHIEVEMENT_TF_MAPS_STANDIN_WIN_ROUNDS 2601
#define ACHIEVEMENT_TF_MAPS_STANDIN_END_RANGE 2601
// Snakewater Achievements
#define ACHIEVEMENT_TF_MAPS_SNAKEWATER_START_RANGE 2701
#define ACHIEVEMENT_TF_MAPS_SNAKEWATER_WIN_ROUNDS 2701
#define ACHIEVEMENT_TF_MAPS_SNAKEWATER_PUSH_BACK_AND_WIN 2702
#define ACHIEVEMENT_TF_MAPS_SNAKEWATER_TEAM_KILL 2703
#define ACHIEVEMENT_TF_MAPS_SNAKEWATER_DOUBLE_AIR_DEATHS 2704
#define ACHIEVEMENT_TF_MAPS_SNAKEWATER_KILL_ENEMIES_IN_MIDDLE 2705
#define ACHIEVEMENT_TF_MAPS_SNAKEWATER_END_RANGE 2705
// Powerhouse Achievements
#define ACHIEVEMENT_TF_MAPS_POWERHOUSE_START_RANGE 2801
#define ACHIEVEMENT_TF_MAPS_POWERHOUSE_WIN_ROUNDS 2801
#define ACHIEVEMENT_TF_MAPS_POWERHOUSE_PUSH_BACK_AND_WIN 2802
#define ACHIEVEMENT_TF_MAPS_POWERHOUSE_FAST_FINAL_CAP 2803
#define ACHIEVEMENT_TF_MAPS_POWERHOUSE_KILL_CAPPING_PLAYER 2804
#define ACHIEVEMENT_TF_MAPS_POWERHOUSE_KILL_ENEMY_IN_WATER 2805
#define ACHIEVEMENT_TF_MAPS_POWERHOUSE_END_RANGE 2805
const unsigned char *GetTFEncryptionKey( void );
//-----------------------------------------------------------------------------
// Sapping Events
//-----------------------------------------------------------------------------
enum
{
TF_SAPEVENT_NONE = 0,
TF_SAPEVENT_PLACED,
TF_SAPEVENT_DONE,
};
//-----------------------------------------------------------------------------
// Helper code shared between client/server.
//-----------------------------------------------------------------------------
inline bool BIsAttributeValueWithDeltaOverCap( float flCurAttributeValue, float flAttrDeltaValue, float flCap )
{
return AlmostEqual( flCurAttributeValue, flCap )
|| ( flAttrDeltaValue > 0 && flCurAttributeValue >= flCap )
|| ( flAttrDeltaValue < 0 && flCurAttributeValue <= flCap );
}
//-----------------------------------------------------------------------------
// Helltower Announcer lines for Redmond and Blutarch
//-----------------------------------------------------------------------------
enum
{
HELLTOWER_VO_RED_MISC = 0,
HELLTOWER_VO_BLUE_MISC,
HELLTOWER_VO_RED_MISC_RARE,
HELLTOWER_VO_BLUE_MISC_RARE,
HELLTOWER_VO_RED_WINNING,
HELLTOWER_VO_BLUE_WINNING,
HELLTOWER_VO_RED_WINNING_RARE,
HELLTOWER_VO_BLUE_WINNING_RARE,
HELLTOWER_VO_RED_LOSING,
HELLTOWER_VO_BLUE_LOSING,
HELLTOWER_VO_RED_LOSING_RARE,
HELLTOWER_VO_BLUE_LOSING_RARE,
HELLTOWER_VO_RED_WIN,
HELLTOWER_VO_BLUE_WIN,
HELLTOWER_VO_RED_WIN_RARE,
HELLTOWER_VO_BLUE_WIN_RARE,
HELLTOWER_VO_RED_LOSE,
HELLTOWER_VO_BLUE_LOSE,
HELLTOWER_VO_RED_LOSE_RARE,
HELLTOWER_VO_BLUE_LOSE_RARE,
HELLTOWER_VO_RED_ROUNDSTART,
HELLTOWER_VO_BLUE_ROUNDSTART,
HELLTOWER_VO_RED_ROUNDSTART_RARE,
HELLTOWER_VO_BLUE_ROUNDSTART_RARE,
HELLTOWER_VO_RED_SKELETON_KING,
HELLTOWER_VO_BLUE_SKELETON_KING,
HELLTOWER_VO_RED_NEAR_WIN,
HELLTOWER_VO_BLUE_NEAR_WIN,
HELLTOWER_VO_RED_NEAR_LOSE,
HELLTOWER_VO_BLUE_NEAR_LOSE,
HELLTOWER_VO_COUNT,
};
struct helltower_vo_t
{
const char *m_pszFormatString;
int m_nCount;
};
extern helltower_vo_t g_pszHelltowerAnnouncerLines[];
// flags to ignore certain check in CanAttack function
#define TF_CAN_ATTACK_FLAG_NONE 0
#define TF_CAN_ATTACK_FLAG_GRAPPLINGHOOK 0x01
struct PlayerHistoryInfo_t
{
CSteamID steamID;
float flTime; // Time last seen
int nTeam; // Last team they were on
};
// When adding new RuneTypes_t, make sure to add new condition codes to
// ETFCond and also update GetConditionFromRuneType and GetRuneTypeFromCondition.
enum RuneTypes_t
{
RUNE_NONE = -1,
RUNE_STRENGTH,
RUNE_HASTE,
RUNE_REGEN,
RUNE_RESIST,
RUNE_VAMPIRE,
RUNE_REFLECT,
RUNE_PRECISION,
RUNE_AGILITY,
RUNE_KNOCKOUT,
RUNE_KING,
RUNE_PLAGUE,
RUNE_SUPERNOVA,
// ADD NEW RUNE TYPE HERE, DO NOT RE-ORDER
RUNE_TYPES_MAX
};
inline ETFCond GetConditionFromRuneType( RuneTypes_t rt )
{
switch ( rt )
{
case RUNE_NONE: return TF_COND_INVALID;
case RUNE_STRENGTH: return TF_COND_RUNE_STRENGTH;
case RUNE_HASTE: return TF_COND_RUNE_HASTE;
case RUNE_REGEN: return TF_COND_RUNE_REGEN;
case RUNE_RESIST: return TF_COND_RUNE_RESIST;
case RUNE_VAMPIRE: return TF_COND_RUNE_VAMPIRE;
case RUNE_REFLECT: return TF_COND_RUNE_REFLECT;
case RUNE_PRECISION: return TF_COND_RUNE_PRECISION;
case RUNE_AGILITY: return TF_COND_RUNE_AGILITY;
case RUNE_KNOCKOUT: return TF_COND_RUNE_KNOCKOUT;
case RUNE_KING: return TF_COND_RUNE_KING;
case RUNE_PLAGUE: return TF_COND_RUNE_PLAGUE;
case RUNE_SUPERNOVA: return TF_COND_RUNE_SUPERNOVA;
default:
AssertMsg( 0, "Unexpected rune_type rt (%d) in GetConditionFromRuneType", rt );
}
return TF_COND_INVALID;
}
enum TemporaryRuneTypes_t
{
RUNETYPE_TEMP_NONE = 0,
RUNETYPE_TEMP_CRIT,
RUNETYPE_TEMP_UBER,
RUNETYPE_TEMP_MAX,
};
const char *GetPowerupIconName( RuneTypes_t type, int iTeam );
#define TOURNAMENT_NOCANCEL_TIME 10
#define TF_WEAPON_PICKUP_RANGE 150
enum CampaignMedalDisplayType_t
{
CAMPAIGN_MEDAL_DISPLAY_TYPE_NONE = 0,
// Gun Mettle Campaign
CAMPAIGN_MEDAL_DISPLAY_TYPE_SUMMER2015_GRAVEL,
CAMPAIGN_MEDAL_DISPLAY_TYPE_SUMMER2015_BRONZE,
CAMPAIGN_MEDAL_DISPLAY_TYPE_SUMMER2015_SILVER,
CAMPAIGN_MEDAL_DISPLAY_TYPE_SUMMER2015_GOLD,
// Invasion Community Update
CAMPAIGN_MEDAL_DISPLAY_TYPE_INVASION,
// Halloween
CAMPAIGN_MEDAL_DISPLAY_TYPE_HALLOWEEN_GRAVEL,
CAMPAIGN_MEDAL_DISPLAY_TYPE_HALLOWEEN_BRONZE,
CAMPAIGN_MEDAL_DISPLAY_TYPE_HALLOWEEN_SILVER,
CAMPAIGN_MEDAL_DISPLAY_TYPE_HALLOWEEN_GOLD,
// Tough Break Campaign
CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_GRAVEL1,
CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_BRONZE1,
CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_SILVER1,
CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_GOLD1,
CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_GRAVEL2,
CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_BRONZE2,
CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_SILVER2,
CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_GOLD2,
CAMPAIGN_MEDAL_DISPLAY_TYPE_COUNT,
};
enum CampaignMedalBaseType_t
{
CAMPAIGN_MEDAL_SUMMER2015 = 0x001,
CAMPAIGN_MEDAL_INVASION = 0x002,
CAMPAIGN_MEDAL_HALLOWEEN = 0x004,
CAMPAIGN_MEDAL_WINTER2016 = 0x008,
};
extern const char *g_pszCampaignMedalIcons[];
// Rage buffs - how is rage generated with respect to a buff ID?
enum
{
kRageBuffFlag_None = 0x00,
kRageBuffFlag_OnDamageDealt = 0x01,
kRageBuffFlag_OnDamageReceived = 0x02,
kRageBuffFlag_OnMedicHealingReceived = 0x04,
kRageBuffFlag_OnBurnDamageDealt = 0x08,
kRageBuffFlag_OnHeal = 0x10
};
struct RageBuffType
{
unsigned int m_iBuffFlags;
float m_fRageScale;
int m_nMaxPulses;
};
static const RageBuffType g_RageBuffTypes[] =
{
{ kRageBuffFlag_None, 0.f, 10 }, // default/unknown buff type
{ kRageBuffFlag_OnDamageDealt, 1.f, 10 }, // buff type 1
{ kRageBuffFlag_OnDamageDealt, 1.f, 10 }, // buff type 2
{ kRageBuffFlag_OnDamageDealt, 1.25f, 10 }, // buff type 3
{ kRageBuffFlag_OnMedicHealingReceived, 1.f, 10 }, // buff type 4
{ kRageBuffFlag_OnBurnDamageDealt, 1.f, 10 }, // pyro rage
{ kRageBuffFlag_OnHeal, 1.f, 10 }, // medic healing
};
enum
{
DRAWING_PANEL_TYPE_NONE,
DRAWING_PANEL_TYPE_CRAFTING,
DRAWING_PANEL_TYPE_MATCH_SUMMARY,
DRAWING_PANEL_TYPE_MAX,
};
enum RankStatType_t
{
RankStat_Invalid = -1,
RankStat_Score = 0,
RankStat_Kills,
RankStat_Damage,
RankStat_Healing,
RankStat_Support,
RankStat_Deaths,
};
enum StatMedal_t
{
StatMedal_None = 0,
StatMedal_Bronze = 1,
StatMedal_Silver = 2,
StatMedal_Gold = 3,
StatMedal_Max
};
#define SF_TEAMSPAWN_SCOUT 1
#define SF_TEAMSPAWN_SNIPER 2
#define SF_TEAMSPAWN_SOLDIER 4
#define SF_TEAMSPAWN_DEMOMAN 8
#define SF_TEAMSPAWN_MEDIC 16
#define SF_TEAMSPAWN_HEAVY 32
#define SF_TEAMSPAWN_PYRO 64
#define SF_TEAMSPAWN_SPY 128
#define SF_TEAMSPAWN_ENGINEER 256
enum MM_PlayerConnectionState_t
{
MM_DISCONNECTED = 0,
MM_CONNECTED,
MM_CONNECTING, // the server knows that this player is coming
MM_LOADING, // loading into the server
MM_WAITING_FOR_PLAYER
};
#endif // TF_SHAREDDEFS_H