Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TFITEMCONSTANTS_H // ECON_ITEM_CONSTANTS_H is used by src/common/econ_item_view.h
#define TFITEMCONSTANTS_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Weapon Types
//-----------------------------------------------------------------------------
enum
{
TF_WPN_TYPE_PRIMARY = 0,
TF_WPN_TYPE_SECONDARY,
TF_WPN_TYPE_MELEE,
TF_WPN_TYPE_GRENADE,
TF_WPN_TYPE_BUILDING,
TF_WPN_TYPE_PDA,
TF_WPN_TYPE_ITEM1,
TF_WPN_TYPE_ITEM2,
TF_WPN_TYPE_HEAD,
TF_WPN_TYPE_MISC,
TF_WPN_TYPE_MELEE_ALLCLASS,
TF_WPN_TYPE_SECONDARY2,
TF_WPN_TYPE_PRIMARY2,
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
TF_WPN_TYPE_COUNT,
};
//-----------------------------------------------------------------------------
// Purpose: Slots for items within loadouts
//-----------------------------------------------------------------------------
enum loadout_positions_t
{
LOADOUT_POSITION_INVALID = -1,
// Weapons & Equipment
LOADOUT_POSITION_PRIMARY = 0,
LOADOUT_POSITION_SECONDARY,
LOADOUT_POSITION_MELEE,
LOADOUT_POSITION_UTILITY,
LOADOUT_POSITION_BUILDING,
LOADOUT_POSITION_PDA,
LOADOUT_POSITION_PDA2,
// Wearables. If you add new wearable slots, make sure you add them to IsWearableSlot() below this.
LOADOUT_POSITION_HEAD,
LOADOUT_POSITION_MISC,
// other
LOADOUT_POSITION_ACTION,
// More wearables, yay!
LOADOUT_POSITION_MISC2,
// taunts
LOADOUT_POSITION_TAUNT,
LOADOUT_POSITION_TAUNT2,
LOADOUT_POSITION_TAUNT3,
LOADOUT_POSITION_TAUNT4,
LOADOUT_POSITION_TAUNT5,
LOADOUT_POSITION_TAUNT6,
LOADOUT_POSITION_TAUNT7,
LOADOUT_POSITION_TAUNT8,
#ifdef STAGING_ONLY
// Extra PDA mod slots
LOADOUT_POSITION_PDA_ADDON1,
LOADOUT_POSITION_PDA_ADDON2,
LOADOUT_POSITION_PDA3,
//LOADOUT_POSITION_MISC3,
//LOADOUT_POSITION_MISC4,
//LOADOUT_POSITION_MISC5,
//LOADOUT_POSITION_MISC6,
//LOADOUT_POSITION_MISC7,
//LOADOUT_POSITION_MISC8,
//LOADOUT_POSITION_MISC9,
//LOADOUT_POSITION_MISC10,
LOADOUT_POSITION_BUILDING2,
#endif // STAGING_ONLY
CLASS_LOADOUT_POSITION_COUNT,
};
enum account_loadout_positions_t
{
ACCOUNT_LOADOUT_POSITION_ACCOUNT1,
ACCOUNT_LOADOUT_POSITION_ACCOUNT2,
ACCOUNT_LOADOUT_POSITION_ACCOUNT3,
ACCOUNT_LOADOUT_POSITION_COUNT,
};
// We use this to determine the maximum number of wearable instances we'll send from the server down to
// connected clients. This was previously hardcoded to be 8 and because of the way RecvPropUtlVector works
// we can't easily change this without doing some kludgy work and breaking network/demo compatibility. In
// the shorter term, we'll break compatibility in staging where no-one cares but leave public unchanged.
#ifdef STAGING_ONLY
#define LOADOUT_MAX_WEARABLES_COUNT ( CLASS_LOADOUT_POSITION_COUNT )
#else
#define LOADOUT_MAX_WEARABLES_COUNT ( 8 /* !!! -- LOADOUT_POSITION_COUNT - 3 */ )
#endif
inline bool IsMiscSlot( int iSlot )
{
return iSlot == LOADOUT_POSITION_MISC
|| iSlot == LOADOUT_POSITION_MISC2
|| iSlot == LOADOUT_POSITION_HEAD
#ifdef STAGING_ONLY
//|| iSlot == LOADOUT_POSITION_MISC3
//|| iSlot == LOADOUT_POSITION_MISC4
//|| iSlot == LOADOUT_POSITION_MISC5
//|| iSlot == LOADOUT_POSITION_MISC6
//|| iSlot == LOADOUT_POSITION_MISC7
//|| iSlot == LOADOUT_POSITION_MISC8
//|| iSlot == LOADOUT_POSITION_MISC9
//|| iSlot == LOADOUT_POSITION_MISC10
#endif // STAGING_ONLY
;
}
inline bool IsBuildingSlot( int iSlot )
{
return iSlot == LOADOUT_POSITION_BUILDING
#ifdef STAGING_ONLY
|| iSlot == LOADOUT_POSITION_BUILDING2
#endif // STAGING_ONLY
;
}
inline bool IsTauntSlot( int iSlot )
{
return iSlot == LOADOUT_POSITION_TAUNT
|| iSlot == LOADOUT_POSITION_TAUNT2
|| iSlot == LOADOUT_POSITION_TAUNT3
|| iSlot == LOADOUT_POSITION_TAUNT4
|| iSlot == LOADOUT_POSITION_TAUNT5
|| iSlot == LOADOUT_POSITION_TAUNT6
|| iSlot == LOADOUT_POSITION_TAUNT7
|| iSlot == LOADOUT_POSITION_TAUNT8;
}
inline bool IsWearableSlot( int iSlot )
{
return iSlot == LOADOUT_POSITION_HEAD
|| iSlot == LOADOUT_POSITION_MISC
|| iSlot == LOADOUT_POSITION_ACTION
|| IsMiscSlot( iSlot )
|| IsTauntSlot( iSlot );
}
inline bool IsQuestSlot( int iSlot )
{
return iSlot == ACCOUNT_LOADOUT_POSITION_ACCOUNT1
|| iSlot == ACCOUNT_LOADOUT_POSITION_ACCOUNT2
|| iSlot == ACCOUNT_LOADOUT_POSITION_ACCOUNT3;
}
inline bool IsValidItemSlot( int iSlot )
{
return iSlot > LOADOUT_POSITION_INVALID && iSlot < CLASS_LOADOUT_POSITION_COUNT;
}
inline bool IsValidPickupWeaponSlot( int iSlot )
{
return iSlot == LOADOUT_POSITION_PRIMARY
|| iSlot == LOADOUT_POSITION_SECONDARY
|| iSlot == LOADOUT_POSITION_MELEE;
}
// The total number of loadouts to track for each player.
// Right now, hardcoded to match TF's 10 classes.
#define LOADOUT_COUNT (10+1) // 0th class is undefined
// Halloween! (Shared by GC and game client.)
enum EHalloweenMap
{
kHalloweenMap_MannManor,
kHalloweenMap_Viaduct,
kHalloweenMap_Lakeside,
kHalloweenMap_Hightower,
kHalloweenMapCount
};
enum EHalloweenGiftSpawnMetaInfo
{
kHalloweenGiftMeta_IsUnderworldOnViaduct_DEPRECATED = 0x01,
};
#endif // TFITEMCONSTANTS_H