Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "cs_shareddefs.h"
const float CS_PLAYER_SPEED_RUN = 260.0f; const float CS_PLAYER_SPEED_VIP = 227.0f; const float CS_PLAYER_SPEED_WALK = 100.0f; const float CS_PLAYER_SPEED_SHIELD = 160.0f; const float CS_PLAYER_SPEED_STOPPED = 1.0f; const float CS_PLAYER_SPEED_OBSERVER = 900.0f;
const float CS_PLAYER_SPEED_DUCK_MODIFIER = 0.34f; const float CS_PLAYER_SPEED_WALK_MODIFIER = 0.52f; const float CS_PLAYER_SPEED_CLIMB_MODIFIER = 0.34f;
CCSClassInfo g_ClassInfos[] = { { "None" },
{ "Phoenix Connection" }, { "L337 KREW" }, { "Arctic Avengers" }, { "Guerilla Warfare" },
{ "Seal Team 6" }, { "GSG-9" }, { "SAS" }, { "GIGN" } };
const CCSClassInfo* GetCSClassInfo( int i ) { Assert( i >= 0 && i < ARRAYSIZE( g_ClassInfos ) ); return &g_ClassInfos[i]; }
const char *pszWinPanelCategoryHeaders[] = { "", "#winpanel_topdamage", "#winpanel_topheadshots", "#winpanel_kills" };
// Construct some arrays of player model strings, so we can statically initialize CUtlVectors for general usage
const char *CTPlayerModelStrings[] = { "models/player/ct_urban.mdl", "models/player/ct_gsg9.mdl", "models/player/ct_sas.mdl", "models/player/ct_gign.mdl", }; const char *TerroristPlayerModelStrings[] = { "models/player/t_phoenix.mdl", "models/player/t_leet.mdl", "models/player/t_arctic.mdl", "models/player/t_guerilla.mdl", }; CUtlVectorInitialized< const char * > CTPlayerModels( CTPlayerModelStrings, ARRAYSIZE( CTPlayerModelStrings ) ); CUtlVectorInitialized< const char * > TerroristPlayerModels( TerroristPlayerModelStrings, ARRAYSIZE( TerroristPlayerModelStrings ) );
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