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 ) );