Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================//
  6. #include "cbase.h"
  7. #include "cs_shareddefs.h"
  8. const float CS_PLAYER_SPEED_RUN = 260.0f;
  9. const float CS_PLAYER_SPEED_VIP = 227.0f;
  10. const float CS_PLAYER_SPEED_WALK = 100.0f;
  11. const float CS_PLAYER_SPEED_SHIELD = 160.0f;
  12. const float CS_PLAYER_SPEED_STOPPED = 1.0f;
  13. const float CS_PLAYER_SPEED_OBSERVER = 900.0f;
  14. const float CS_PLAYER_SPEED_DUCK_MODIFIER = 0.34f;
  15. const float CS_PLAYER_SPEED_WALK_MODIFIER = 0.52f;
  16. const float CS_PLAYER_SPEED_CLIMB_MODIFIER = 0.34f;
  17. CCSClassInfo g_ClassInfos[] =
  18. {
  19. { "None" },
  20. { "Phoenix Connection" },
  21. { "L337 KREW" },
  22. { "Arctic Avengers" },
  23. { "Guerilla Warfare" },
  24. { "Seal Team 6" },
  25. { "GSG-9" },
  26. { "SAS" },
  27. { "GIGN" }
  28. };
  29. const CCSClassInfo* GetCSClassInfo( int i )
  30. {
  31. Assert( i >= 0 && i < ARRAYSIZE( g_ClassInfos ) );
  32. return &g_ClassInfos[i];
  33. }
  34. const char *pszWinPanelCategoryHeaders[] =
  35. {
  36. "",
  37. "#winpanel_topdamage",
  38. "#winpanel_topheadshots",
  39. "#winpanel_kills"
  40. };
  41. // Construct some arrays of player model strings, so we can statically initialize CUtlVectors for general usage
  42. const char *CTPlayerModelStrings[] =
  43. {
  44. "models/player/ct_urban.mdl",
  45. "models/player/ct_gsg9.mdl",
  46. "models/player/ct_sas.mdl",
  47. "models/player/ct_gign.mdl",
  48. };
  49. const char *TerroristPlayerModelStrings[] =
  50. {
  51. "models/player/t_phoenix.mdl",
  52. "models/player/t_leet.mdl",
  53. "models/player/t_arctic.mdl",
  54. "models/player/t_guerilla.mdl",
  55. };
  56. CUtlVectorInitialized< const char * > CTPlayerModels( CTPlayerModelStrings, ARRAYSIZE( CTPlayerModelStrings ) );
  57. CUtlVectorInitialized< const char * > TerroristPlayerModels( TerroristPlayerModelStrings, ARRAYSIZE( TerroristPlayerModelStrings ) );