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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
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