Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

2011 lines
60 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tf_shareddefs.h"
#include "KeyValues.h"
#include "takedamageinfo.h"
#include "tf_gamerules.h"
#include "filesystem.h"
#include "tf_matchmaking_shared.h"
//-----------------------------------------------------------------------------
// Teams.
//-----------------------------------------------------------------------------
const char *g_aTeamNames[TF_TEAM_COUNT] =
{
"Unassigned",
"Spectator",
"Red",
"Blue"
};
color32 g_aTeamColors[TF_TEAM_COUNT] =
{
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 },
{ 255, 0, 0, 0 },
{ 0, 0, 255, 0 }
};
//-----------------------------------------------------------------------------
// Classes.
//-----------------------------------------------------------------------------
const char *g_aPlayerClassNames[TF_CLASS_MENU_BUTTONS] =
{
"#TF_Class_Name_Undefined",
"#TF_Class_Name_Scout",
"#TF_Class_Name_Sniper",
"#TF_Class_Name_Soldier",
"#TF_Class_Name_Demoman",
"#TF_Class_Name_Medic",
"#TF_Class_Name_HWGuy",
"#TF_Class_Name_Pyro",
"#TF_Class_Name_Spy",
"#TF_Class_Name_Engineer",
"#TF_Class_Name_Civilian",
"",
"#TF_Random"
};
const char *g_aPlayerClassNames_NonLocalized[TF_CLASS_MENU_BUTTONS] =
{
"Undefined",
"Scout",
"Sniper",
"Soldier",
"Demoman",
"Medic",
"Heavy",
"Pyro",
"Spy",
"Engineer",
"Civilian",
"",
"Random"
};
const char *g_aRawPlayerClassNamesShort[TF_CLASS_MENU_BUTTONS] =
{
"undefined",
"scout",
"sniper",
"soldier",
"demo", // short
"medic",
"heavy",// short
"pyro",
"spy",
"engineer",
"civilian",
"",
"random"
};
const char *g_aRawPlayerClassNames[TF_CLASS_MENU_BUTTONS] =
{
"undefined",
"scout",
"sniper",
"soldier",
"demoman",
"medic",
"heavyweapons",
"pyro",
"spy",
"engineer",
"civilian",
"",
"random"
};
const char g_szBotModels[][ MAX_PATH ] =
{
"", //TF_CLASS_UNDEFINED
"models/bots/scout/bot_scout.mdl",
"models/bots/sniper/bot_sniper.mdl",
"models/bots/soldier/bot_soldier.mdl",
"models/bots/demo/bot_demo.mdl",
"models/bots/medic/bot_medic.mdl",
"models/bots/heavy/bot_heavy.mdl",
"models/bots/pyro/bot_pyro.mdl",
"models/bots/spy/bot_spy.mdl",
"models/bots/engineer/bot_engineer.mdl",
};
const char g_szPlayerRobotModels[][MAX_PATH] =
{
"", //TF_CLASS_UNDEFINED
"models/bots/scout/bot_scout_human_anim.mdl",
"models/bots/sniper/bot_sniper_human_anim.mdl",
"models/bots/soldier/bot_soldier_human_anim.mdl",
"models/bots/demo/bot_demo_human_anim.mdl",
"models/bots/medic/bot_medic_human_anims.mdl",
"models/bots/heavy/bot_heavy_human_anims.mdl",
"models/bots/pyro/bot_pyro_human_anim.mdl",
"models/bots/spy/bot_spy_human_anims.mdl",
"models/bots/engineer/bot_engineer_human_anim.mdl",
};
const char g_szBotBossModels[][ MAX_PATH ] =
{
"", //TF_CLASS_UNDEFINED
"models/bots/scout_boss/bot_scout_boss.mdl",
"models/bots/sniper/bot_sniper.mdl",
"models/bots/soldier_boss/bot_soldier_boss.mdl",
"models/bots/demo_boss/bot_demo_boss.mdl",
"models/bots/medic/bot_medic.mdl",
"models/bots/heavy_boss/bot_heavy_boss.mdl",
"models/bots/pyro_boss/bot_pyro_boss.mdl",
"models/bots/spy/bot_spy.mdl",
"models/bots/engineer/bot_engineer.mdl",
};
const char g_szBotBossSentryBusterModel[ MAX_PATH ] = "models/bots/demo/bot_sentry_buster.mdl";
// Rome 2 promo models
const char g_szRomePromoItems_Hat[][ MAX_PATH ] =
{
"", //TF_CLASS_UNDEFINED
"tw_scoutbot_hat",
"tw_sniperbot_helmet",
"tw_soldierbot_helmet",
"tw_demobot_helmet",
"tw_medibot_hat",
"tw_heavybot_helmet",
"tw_pyrobot_helmet",
"tw_spybot_hood",
"tw_engineerbot_helmet",
};
const char g_szRomePromoItems_Misc[][ MAX_PATH ] =
{
"", //TF_CLASS_UNDEFINED
"tw_scoutbot_armor",
"tw_sniperbot_armor",
"tw_soldierbot_armor",
"tw_demobot_armor",
"tw_medibot_chariot",
"tw_heavybot_armor",
"tw_pyrobot_armor",
"tw_spybot_armor",
"tw_engineerbot_armor",
};
const char *g_pszBreadModels[] =
{
"models/weapons/c_models/c_bread/c_bread_baguette.mdl", // Spy
"models/weapons/c_models/c_bread/c_bread_burnt.mdl", // Pyro
"models/weapons/c_models/c_bread/c_bread_cinnamon.mdl", // Demo?
"models/weapons/c_models/c_bread/c_bread_cornbread.mdl", // Engineer
"models/weapons/c_models/c_bread/c_bread_crumpet.mdl", // Sniper?
"models/weapons/c_models/c_bread/c_bread_plainloaf.mdl", // Scout
"models/weapons/c_models/c_bread/c_bread_pretzel.mdl", // Medic
"models/weapons/c_models/c_bread/c_bread_ration.mdl", // Soldier
"models/weapons/c_models/c_bread/c_bread_russianblack.mdl", // Heavy?
};
int GetClassIndexFromString( const char *pClassName, int nLastClassIndex/*=TF_LAST_NORMAL_CLASS*/ )
{
for ( int i = TF_FIRST_NORMAL_CLASS; i <= nLastClassIndex; ++i )
{
// compare first N characters to allow matching both "heavy" and "heavyweapons"
int classnameLength = V_strlen( g_aPlayerClassNames_NonLocalized[i] );
if ( V_strlen( pClassName ) < classnameLength )
continue;
if ( !V_strnicmp( g_aPlayerClassNames_NonLocalized[i], pClassName, classnameLength ) )
{
return i;
}
}
return TF_CLASS_UNDEFINED;
}
int iRemapIndexToClass[TF_CLASS_MENU_BUTTONS] =
{
0,
TF_CLASS_SCOUT,
TF_CLASS_SOLDIER,
TF_CLASS_PYRO,
TF_CLASS_DEMOMAN,
TF_CLASS_HEAVYWEAPONS,
TF_CLASS_ENGINEER,
TF_CLASS_MEDIC,
TF_CLASS_SNIPER,
TF_CLASS_SPY,
0,
0,
TF_CLASS_RANDOM
};
int GetRemappedMenuIndexForClass( int iClass )
{
int iIndex = 0;
for ( int i = 0 ; i < TF_CLASS_MENU_BUTTONS ; i++ )
{
if ( iRemapIndexToClass[i] == iClass )
{
iIndex = i;
break;
}
}
return iIndex;
}
ETFCond condition_to_attribute_translation[] =
{
TF_COND_BURNING, // 1 (1<<0)
TF_COND_AIMING, // 2 (1<<1)
TF_COND_ZOOMED, // 4 (1<<2)
TF_COND_DISGUISING, // 8 (...)
TF_COND_DISGUISED, // 16
TF_COND_STEALTHED, // 32
TF_COND_INVULNERABLE, // 64
TF_COND_TELEPORTED, // 128
TF_COND_TAUNTING, // 256
TF_COND_INVULNERABLE_WEARINGOFF, // 512
TF_COND_STEALTHED_BLINK, // 1024
TF_COND_SELECTED_TO_TELEPORT, // 2048
TF_COND_CRITBOOSTED, // 4096
TF_COND_TMPDAMAGEBONUS, // 8192
TF_COND_FEIGN_DEATH, // 16384
TF_COND_PHASE, // 32768
TF_COND_STUNNED, // 65536
TF_COND_HEALTH_BUFF, // 131072
TF_COND_HEALTH_OVERHEALED, // 262144
TF_COND_URINE, // 524288
TF_COND_ENERGY_BUFF, // 1048576
TF_COND_LAST // sentinel value checked against when iterating
};
ETFCond g_aDebuffConditions[] =
{
TF_COND_BURNING,
TF_COND_URINE,
TF_COND_BLEEDING,
TF_COND_MAD_MILK,
TF_COND_LAST
};
bool ConditionExpiresFast( ETFCond eCond )
{
return eCond == TF_COND_BURNING
|| eCond == TF_COND_URINE
|| eCond == TF_COND_BLEEDING
|| eCond == TF_COND_MAD_MILK;
}
static const char *g_aConditionNames[] =
{
"TF_COND_AIMING", // Sniper aiming, Heavy minigun.
"TF_COND_ZOOMED",
"TF_COND_DISGUISING",
"TF_COND_DISGUISED",
"TF_COND_STEALTHED", // Spy specific
"TF_COND_INVULNERABLE",
"TF_COND_TELEPORTED",
"TF_COND_TAUNTING",
"TF_COND_INVULNERABLE_WEARINGOFF",
"TF_COND_STEALTHED_BLINK",
"TF_COND_SELECTED_TO_TELEPORT",
"TF_COND_CRITBOOSTED", // DO NOT RE-USE THIS -- THIS IS FOR KRITZKRIEG AND REVENGE CRITS ONLY
"TF_COND_TMPDAMAGEBONUS",
"TF_COND_FEIGN_DEATH",
"TF_COND_PHASE",
"TF_COND_STUNNED", // Any type of stun. Check iStunFlags for more info.
"TF_COND_OFFENSEBUFF",
"TF_COND_SHIELD_CHARGE",
"TF_COND_DEMO_BUFF",
"TF_COND_ENERGY_BUFF",
"TF_COND_RADIUSHEAL",
"TF_COND_HEALTH_BUFF",
"TF_COND_BURNING",
"TF_COND_HEALTH_OVERHEALED",
"TF_COND_URINE",
"TF_COND_BLEEDING",
"TF_COND_DEFENSEBUFF", // 35% defense! No crit damage.
"TF_COND_MAD_MILK",
"TF_COND_MEGAHEAL",
"TF_COND_REGENONDAMAGEBUFF",
"TF_COND_MARKEDFORDEATH",
"TF_COND_NOHEALINGDAMAGEBUFF",
"TF_COND_SPEED_BOOST", // = 32
"TF_COND_CRITBOOSTED_PUMPKIN", // Brandon hates bits
"TF_COND_CRITBOOSTED_USER_BUFF",
"TF_COND_CRITBOOSTED_DEMO_CHARGE",
"TF_COND_SODAPOPPER_HYPE",
"TF_COND_CRITBOOSTED_FIRST_BLOOD", // arena mode first blood
"TF_COND_CRITBOOSTED_BONUS_TIME",
"TF_COND_CRITBOOSTED_CTF_CAPTURE",
"TF_COND_CRITBOOSTED_ON_KILL", // =40. KGB, etc.
"TF_COND_CANNOT_SWITCH_FROM_MELEE",
"TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK", // 35% defense! Still damaged by crits.
"TF_COND_REPROGRAMMED", // Bots only
"TF_COND_CRITBOOSTED_RAGE_BUFF",
"TF_COND_DEFENSEBUFF_HIGH", // 75% defense! Still damaged by crits.
"TF_COND_SNIPERCHARGE_RAGE_BUFF", // Sniper Rage - Charge time speed up
"TF_COND_DISGUISE_WEARINGOFF", // Applied for half-second post-disguise
"TF_COND_MARKEDFORDEATH_SILENT", // Sans sound
"TF_COND_DISGUISED_AS_DISPENSER",
"TF_COND_SAPPED", // =50. Bots only
"TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED",
"TF_COND_INVULNERABLE_USER_BUFF",
"TF_COND_HALLOWEEN_BOMB_HEAD",
"TF_COND_HALLOWEEN_THRILLER",
"TF_COND_RADIUSHEAL_ON_DAMAGE",
"TF_COND_CRITBOOSTED_CARD_EFFECT",
"TF_COND_INVULNERABLE_CARD_EFFECT",
"TF_COND_MEDIGUN_UBER_BULLET_RESIST",
"TF_COND_MEDIGUN_UBER_BLAST_RESIST",
"TF_COND_MEDIGUN_UBER_FIRE_RESIST", // =60
"TF_COND_MEDIGUN_SMALL_BULLET_RESIST",
"TF_COND_MEDIGUN_SMALL_BLAST_RESIST",
"TF_COND_MEDIGUN_SMALL_FIRE_RESIST",
"TF_COND_STEALTHED_USER_BUFF", // Any class can have this
"TF_COND_MEDIGUN_DEBUFF",
"TF_COND_STEALTHED_USER_BUFF_FADING",
"TF_COND_BULLET_IMMUNE",
"TF_COND_BLAST_IMMUNE",
"TF_COND_FIRE_IMMUNE",
"TF_COND_PREVENT_DEATH", // =70
"TF_COND_MVM_BOT_STUN_RADIOWAVE", // Bots only
"TF_COND_HALLOWEEN_SPEED_BOOST",
"TF_COND_HALLOWEEN_QUICK_HEAL",
"TF_COND_HALLOWEEN_GIANT",
"TF_COND_HALLOWEEN_TINY",
"TF_COND_HALLOWEEN_IN_HELL",
"TF_COND_HALLOWEEN_GHOST_MODE", // =77
"TF_COND_MINICRITBOOSTED_ON_KILL",
"TF_COND_OBSCURED_SMOKE",
"TF_COND_PARACHUTE_DEPLOYED", // =80
"TF_COND_BLASTJUMPING",
"TF_COND_HALLOWEEN_KART",
"TF_COND_HALLOWEEN_KART_DASH",
"TF_COND_BALLOON_HEAD", // =84 larger head, lower-gravity-feeling jumps
"TF_COND_MELEE_ONLY", // =85 melee only
"TF_COND_SWIMMING_CURSE", // player movement become swimming movement
"TF_COND_FREEZE_INPUT", // freezes player input
"TF_COND_HALLOWEEN_KART_CAGE", // attach cage model to player while in kart
"TF_COND_DONOTUSE_0",
"TF_COND_RUNE_STRENGTH",
"TF_COND_RUNE_HASTE",
"TF_COND_RUNE_REGEN",
"TF_COND_RUNE_RESIST",
"TF_COND_RUNE_VAMPIRE",
"TF_COND_RUNE_REFLECT",
"TF_COND_RUNE_PRECISION",
"TF_COND_RUNE_AGILITY",
"TF_COND_GRAPPLINGHOOK",
"TF_COND_GRAPPLINGHOOK_SAFEFALL",
"TF_COND_GRAPPLINGHOOK_LATCHED",
"TF_COND_GRAPPLINGHOOK_BLEEDING",
"TF_COND_AFTERBURN_IMMUNE",
"TF_COND_RUNE_KNOCKOUT",
"TF_COND_RUNE_IMBALANCE",
"TF_COND_CRITBOOSTED_RUNE_TEMP",
"TF_COND_PASSTIME_INTERCEPTION",
"TF_COND_SWIMMING_NO_EFFECTS", // =107_DNOC_FT
"TF_COND_PURGATORY",
"TF_COND_RUNE_KING",
"TF_COND_RUNE_PLAGUE",
"TF_COND_RUNE_SUPERNOVA",
"TF_COND_PLAGUE",
"TF_COND_KING_BUFFED",
"TF_COND_TEAM_GLOWS", // used to show team glows to living players
"TF_COND_KNOCKED_INTO_AIR",
"TF_COND_COMPETITIVE_WINNER",
"TF_COND_COMPETITIVE_LOSER",
"TF_COND_HEALING_DEBUFF",
"TF_COND_PASSTIME_PENALTY_DEBUFF",
"TF_COND_GRAPPLED_TO_PLAYER",
"TF_COND_GRAPPLED_BY_PLAYER",
//
// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
// ******** Keep this block last! ********
// Keep experimental conditions below and graduate out of it before shipping
#ifdef STAGING_ONLY
"TF_COND_NO_COMBAT_SPEED_BOOST", // STAGING_ENGY
"TF_COND_TRANQ_SPY_BOOST", // STAGING_SPY
"TF_COND_TRANQ_MARKED",
// "TF_COND_SPACE_GRAVITY",
// "TF_COND_SELF_CONC",
"TF_COND_ROCKETPACK",
"TF_COND_STEALTHED_PHASE",
"TF_COND_CLIP_OVERLOAD",
"TF_COND_SPY_CLASS_STEAL",
#endif // STAGING_ONLY
};
COMPILE_TIME_ASSERT( ARRAYSIZE( g_aConditionNames ) == TF_COND_LAST );
const char *GetTFConditionName( ETFCond eCond )
{
if ( ( eCond >= ARRAYSIZE( g_aConditionNames ) ) || ( eCond < 0 ) )
return NULL;
return g_aConditionNames[eCond];
}
ETFCond GetTFConditionFromName( const char *pszCondName )
{
for( uint i=0; i<TF_COND_LAST; i++ )
{
ETFCond eCond = (ETFCond)i;
if ( !V_stricmp( GetTFConditionName( eCond ), pszCondName ) )
return eCond;
}
Assert( !!"Invalid Condition Name" );
return TF_COND_INVALID;
}
//-----------------------------------------------------------------------------
// Gametypes.
//-----------------------------------------------------------------------------
static const char *s_aGameTypeNames[] =
{
"Undefined",
"#Gametype_CTF",
"#Gametype_CP",
"#Gametype_Escort",
"#Gametype_Arena",
"#Gametype_MVM",
"#Gametype_RobotDestruction",
"#GameType_Passtime",
"#GameType_PlayerDestruction",
};
COMPILE_TIME_ASSERT( TF_GAMETYPE_COUNT == ARRAYSIZE( s_aGameTypeNames ) );
const char *GetGameTypeName( ETFGameType gameType )
{
return s_aGameTypeNames[ gameType ];
}
static const char *s_aEnumGameTypeName[] =
{
"TF_GAMETYPE_UNDEFINED",
"TF_GAMETYPE_CTF",
"TF_GAMETYPE_CP",
"TF_GAMETYPE_ESCORT",
"TF_GAMETYPE_ARENA",
"TF_GAMETYPE_MVM",
"TF_GAMETYPE_RD",
"TF_GAMETYPE_PASSTIME",
"TF_GAMETYPE_PD"
};
COMPILE_TIME_ASSERT( TF_GAMETYPE_COUNT == ARRAYSIZE( s_aEnumGameTypeName ) );
const char *GetEnumGameTypeName( ETFGameType gameType )
{
return s_aEnumGameTypeName[ gameType ];
}
ETFGameType GetGameTypeFromName( const char *pszGameType )
{
for ( int i=0; i<TF_GAMETYPE_COUNT; ++i )
{
if ( FStrEq( pszGameType, s_aEnumGameTypeName[i] ) )
return ETFGameType(i);
}
return TF_GAMETYPE_UNDEFINED;
}
//-----------------------------------------------------------------------------
// Ammo.
//-----------------------------------------------------------------------------
const char *g_aAmmoNames[] =
{
"DUMMY AMMO",
"TF_AMMO_PRIMARY",
"TF_AMMO_SECONDARY",
"TF_AMMO_METAL",
"TF_AMMO_GRENADES1",
"TF_AMMO_GRENADES2",
"TF_AMMO_GRENADES3"
};
COMPILE_TIME_ASSERT( ARRAYSIZE( g_aAmmoNames ) == TF_AMMO_COUNT );
const char *GetAmmoName( int iAmmoType )
{
ETFAmmoType eAmmoType = (ETFAmmoType)iAmmoType;
return g_aAmmoNames[ eAmmoType ];
}
const char *g_aCTFEventNames[] =
{
"",
"TF_FLAGEVENT_PICKUP",
"TF_FLAGEVENT_CAPTURE",
"TF_FLAGEVENT_DEFEND",
"TF_FLAGEVENT_DROPPED",
"TF_FLAGEVENT_RETURNED",
};
COMPILE_TIME_ASSERT( ARRAYSIZE( g_aCTFEventNames ) == TF_NUM_FLAG_EVENTS );
const char *GetCTFEventName( ETFFlagEventTypes iEventType )
{
return g_aCTFEventNames[ iEventType ];
}
ETFFlagEventTypes GetCTFEventTypeFromName( const char *pszName )
{
for( int i=TF_FLAGEVENT_PICKUP; i < TF_NUM_FLAG_EVENTS; ++i )
{
if ( FStrEq( pszName, GetCTFEventName( (ETFFlagEventTypes)i ) ) )
{
return (ETFFlagEventTypes)i;
}
}
Assert( false );
return TF_NUM_FLAG_EVENTS;
}
const char *GetRDScoreMethodName( RDScoreMethod_t iScoreMethod )
{
static const char *aRDScoreMethodNames[] =
{
"SCORE_UNDEFINED", // -1
"SCORE_REACTOR_CAPTURED", // 0
"SCORE_CORES_COLLECTED",
"SCORE_REACTOR_RETURNED",
"SCORE_REACTOR_STEAL",
"NUM_SCORE_TYPES"
};
return aRDScoreMethodNames[ iScoreMethod + 1 ];
}
RDScoreMethod_t GetRDScoreMethodFromName( const char *pszName )
{
for( int i=SCORE_UNDEFINED; i < NUM_SCORE_TYPES; ++i )
{
if ( FStrEq( pszName, GetRDScoreMethodName( (RDScoreMethod_t)i ) ) )
{
return (RDScoreMethod_t)i;
}
}
Assert( false );
return SCORE_UNDEFINED;
}
//-----------------------------------------------------------------------------
// Weapons.
//-----------------------------------------------------------------------------
const char *g_aWeaponNames[] =
{
"TF_WEAPON_NONE",
"TF_WEAPON_BAT",
"TF_WEAPON_BAT_WOOD",
"TF_WEAPON_BOTTLE",
"TF_WEAPON_FIREAXE",
"TF_WEAPON_CLUB",
"TF_WEAPON_CROWBAR",
"TF_WEAPON_KNIFE",
"TF_WEAPON_FISTS",
"TF_WEAPON_SHOVEL",
"TF_WEAPON_WRENCH",
"TF_WEAPON_BONESAW",
"TF_WEAPON_SHOTGUN_PRIMARY",
"TF_WEAPON_SHOTGUN_SOLDIER",
"TF_WEAPON_SHOTGUN_HWG",
"TF_WEAPON_SHOTGUN_PYRO",
"TF_WEAPON_SCATTERGUN",
"TF_WEAPON_SNIPERRIFLE",
"TF_WEAPON_MINIGUN",
"TF_WEAPON_SMG",
"TF_WEAPON_SYRINGEGUN_MEDIC",
"TF_WEAPON_TRANQ",
"TF_WEAPON_ROCKETLAUNCHER",
"TF_WEAPON_GRENADELAUNCHER",
"TF_WEAPON_PIPEBOMBLAUNCHER",
"TF_WEAPON_FLAMETHROWER",
"TF_WEAPON_GRENADE_NORMAL",
"TF_WEAPON_GRENADE_CONCUSSION",
"TF_WEAPON_GRENADE_NAIL",
"TF_WEAPON_GRENADE_MIRV",
"TF_WEAPON_GRENADE_MIRV_DEMOMAN",
"TF_WEAPON_GRENADE_NAPALM",
"TF_WEAPON_GRENADE_GAS",
"TF_WEAPON_GRENADE_EMP",
"TF_WEAPON_GRENADE_CALTROP",
"TF_WEAPON_GRENADE_PIPEBOMB",
"TF_WEAPON_GRENADE_SMOKE_BOMB",
"TF_WEAPON_GRENADE_HEAL",
"TF_WEAPON_GRENADE_STUNBALL",
"TF_WEAPON_GRENADE_JAR",
"TF_WEAPON_GRENADE_JAR_MILK",
"TF_WEAPON_PISTOL",
"TF_WEAPON_PISTOL_SCOUT",
"TF_WEAPON_REVOLVER",
"TF_WEAPON_NAILGUN",
"TF_WEAPON_PDA",
"TF_WEAPON_PDA_ENGINEER_BUILD",
"TF_WEAPON_PDA_ENGINEER_DESTROY",
"TF_WEAPON_PDA_SPY",
"TF_WEAPON_BUILDER",
"TF_WEAPON_MEDIGUN",
"TF_WEAPON_GRENADE_MIRVBOMB",
"TF_WEAPON_FLAMETHROWER_ROCKET",
"TF_WEAPON_GRENADE_DEMOMAN",
"TF_WEAPON_SENTRY_BULLET",
"TF_WEAPON_SENTRY_ROCKET",
"TF_WEAPON_DISPENSER",
"TF_WEAPON_INVIS",
"TF_WEAPON_FLAREGUN",
"TF_WEAPON_LUNCHBOX",
"TF_WEAPON_JAR",
"TF_WEAPON_COMPOUND_BOW",
"TF_WEAPON_BUFF_ITEM",
"TF_WEAPON_PUMPKIN_BOMB",
"TF_WEAPON_SWORD",
"TF_WEAPON_ROCKETLAUNCHER_DIRECTHIT",
"TF_WEAPON_LIFELINE",
"TF_WEAPON_LASER_POINTER",
"TF_WEAPON_DISPENSER_GUN",
"TF_WEAPON_SENTRY_REVENGE",
"TF_WEAPON_JAR_MILK",
"TF_WEAPON_HANDGUN_SCOUT_PRIMARY",
"TF_WEAPON_BAT_FISH",
"TF_WEAPON_CROSSBOW",
"TF_WEAPON_STICKBOMB",
"TF_WEAPON_HANDGUN_SCOUT_SECONDARY",
"TF_WEAPON_SODA_POPPER",
"TF_WEAPON_SNIPERRIFLE_DECAP",
"TF_WEAPON_RAYGUN",
"TF_WEAPON_PARTICLE_CANNON",
"TF_WEAPON_MECHANICAL_ARM",
"TF_WEAPON_DRG_POMSON",
"TF_WEAPON_BAT_GIFTWRAP",
"TF_WEAPON_GRENADE_ORNAMENT_BALL",
"TF_WEAPON_FLAREGUN_REVENGE",
"TF_WEAPON_PEP_BRAWLER_BLASTER",
"TF_WEAPON_CLEAVER",
"TF_WEAPON_GRENADE_CLEAVER",
"TF_WEAPON_STICKY_BALL_LAUNCHER",
"TF_WEAPON_GRENADE_STICKY_BALL",
"TF_WEAPON_SHOTGUN_BUILDING_RESCUE",
"TF_WEAPON_CANNON",
"TF_WEAPON_THROWABLE",
"TF_WEAPON_GRENADE_THROWABLE",
"TF_WEAPON_PDA_SPY_BUILD",
"TF_WEAPON_GRENADE_WATERBALLOON",
"TF_WEAPON_HARVESTER_SAW",
"TF_WEAPON_SPELLBOOK",
"TF_WEAPON_SPELLBOOK_PROJECTILE",
"TF_WEAPON_SNIPERRIFLE_CLASSIC",
"TF_WEAPON_PARACHUTE",
"TF_WEAPON_GRAPPLINGHOOK",
"TF_WEAPON_PASSTIME_GUN",
#ifdef STAGING_ONLY
"TF_WEAPON_SNIPERRIFLE_REVOLVER",
#endif
"TF_WEAPON_CHARGED_SMG",
};
COMPILE_TIME_ASSERT( ARRAYSIZE( g_aWeaponNames ) == TF_WEAPON_COUNT );
int g_aWeaponDamageTypes[] =
{
DMG_GENERIC, // TF_WEAPON_NONE
DMG_CLUB, // TF_WEAPON_BAT,
DMG_CLUB, // TF_WEAPON_BAT_WOOD,
DMG_CLUB, // TF_WEAPON_BOTTLE,
DMG_CLUB, // TF_WEAPON_FIREAXE,
DMG_CLUB, // TF_WEAPON_CLUB,
DMG_CLUB, // TF_WEAPON_CROWBAR,
DMG_SLASH, // TF_WEAPON_KNIFE,
DMG_CLUB, // TF_WEAPON_FISTS,
DMG_CLUB, // TF_WEAPON_SHOVEL,
DMG_CLUB, // TF_WEAPON_WRENCH,
DMG_SLASH, // TF_WEAPON_BONESAW,
DMG_BUCKSHOT | DMG_USEDISTANCEMOD, // TF_WEAPON_SHOTGUN_PRIMARY,
DMG_BUCKSHOT | DMG_USEDISTANCEMOD, // TF_WEAPON_SHOTGUN_SOLDIER,
DMG_BUCKSHOT | DMG_USEDISTANCEMOD, // TF_WEAPON_SHOTGUN_HWG,
DMG_BUCKSHOT | DMG_USEDISTANCEMOD, // TF_WEAPON_SHOTGUN_PYRO,
DMG_BUCKSHOT | DMG_USEDISTANCEMOD, // TF_WEAPON_SCATTERGUN,
DMG_BULLET | DMG_USE_HITLOCATIONS, // TF_WEAPON_SNIPERRIFLE,
DMG_BULLET | DMG_USEDISTANCEMOD, // TF_WEAPON_MINIGUN,
DMG_BULLET | DMG_USEDISTANCEMOD, // TF_WEAPON_SMG,
DMG_BULLET | DMG_USEDISTANCEMOD | DMG_NOCLOSEDISTANCEMOD | DMG_PREVENT_PHYSICS_FORCE, // TF_WEAPON_SYRINGEGUN_MEDIC,
DMG_BULLET | DMG_USEDISTANCEMOD | DMG_PREVENT_PHYSICS_FORCE | DMG_PARALYZE, // TF_WEAPON_TRANQ,
DMG_BLAST | DMG_HALF_FALLOFF | DMG_USEDISTANCEMOD, // TF_WEAPON_ROCKETLAUNCHER,
DMG_BLAST | DMG_HALF_FALLOFF | DMG_USEDISTANCEMOD, // TF_WEAPON_GRENADELAUNCHER,
DMG_BLAST | DMG_HALF_FALLOFF | DMG_NOCLOSEDISTANCEMOD, // TF_WEAPON_PIPEBOMBLAUNCHER,
DMG_IGNITE | DMG_PREVENT_PHYSICS_FORCE | DMG_PREVENT_PHYSICS_FORCE, // TF_WEAPON_FLAMETHROWER,
DMG_BLAST | DMG_HALF_FALLOFF, // TF_WEAPON_GRENADE_NORMAL,
DMG_SONIC | DMG_HALF_FALLOFF, // TF_WEAPON_GRENADE_CONCUSSION,
DMG_BULLET | DMG_HALF_FALLOFF, // TF_WEAPON_GRENADE_NAIL,
DMG_BLAST | DMG_HALF_FALLOFF, // TF_WEAPON_GRENADE_MIRV,
DMG_BLAST | DMG_HALF_FALLOFF, // TF_WEAPON_GRENADE_MIRV_DEMOMAN,
DMG_BURN | DMG_RADIUS_MAX, // TF_WEAPON_GRENADE_NAPALM,
DMG_POISON | DMG_HALF_FALLOFF, // TF_WEAPON_GRENADE_GAS,
DMG_BLAST | DMG_HALF_FALLOFF | DMG_PREVENT_PHYSICS_FORCE, // TF_WEAPON_GRENADE_EMP,
DMG_GENERIC, // TF_WEAPON_GRENADE_CALTROP,
DMG_BLAST | DMG_HALF_FALLOFF | DMG_NOCLOSEDISTANCEMOD, // TF_WEAPON_GRENADE_PIPEBOMB,
DMG_GENERIC, // TF_WEAPON_GRENADE_SMOKE_BOMB,
DMG_GENERIC, // TF_WEAPON_GRENADE_HEAL
DMG_CLUB, // TF_WEAPON_GRENADE_STUNBALL
DMG_CLUB, // TF_WEAPON_GRENADE_JAR
DMG_CLUB, // TF_WEAPON_GRENADE_JAR_MILK
DMG_BULLET | DMG_USEDISTANCEMOD, // TF_WEAPON_PISTOL,
DMG_BULLET | DMG_USEDISTANCEMOD, // TF_WEAPON_PISTOL_SCOUT,
DMG_BULLET | DMG_USEDISTANCEMOD, // TF_WEAPON_REVOLVER,
DMG_BULLET | DMG_USEDISTANCEMOD | DMG_NOCLOSEDISTANCEMOD | DMG_PREVENT_PHYSICS_FORCE, // TF_WEAPON_NAILGUN,
DMG_BULLET, // TF_WEAPON_PDA,
DMG_BULLET, // TF_WEAPON_PDA_ENGINEER_BUILD,
DMG_BULLET, // TF_WEAPON_PDA_ENGINEER_DESTROY,
DMG_BULLET, // TF_WEAPON_PDA_SPY,
DMG_BULLET, // TF_WEAPON_BUILDER
DMG_BULLET, // TF_WEAPON_MEDIGUN
DMG_BLAST, // TF_WEAPON_GRENADE_MIRVBOMB
DMG_BLAST | DMG_IGNITE | DMG_RADIUS_MAX, // TF_WEAPON_FLAMETHROWER_ROCKET
DMG_BLAST | DMG_HALF_FALLOFF, // TF_WEAPON_GRENADE_DEMOMAN
DMG_BULLET, // TF_WEAPON_SENTRY_BULLET
DMG_BLAST, // TF_WEAPON_SENTRY_ROCKET
DMG_GENERIC, // TF_WEAPON_DISPENSER
DMG_GENERIC, // TF_WEAPON_INVIS
DMG_BULLET | DMG_IGNITE, // TF_WEAPON_FLAREGUN
DMG_GENERIC, // TF_WEAPON_LUNCHBOX
DMG_GENERIC, // TF_WEAPON_JAR
DMG_BULLET | DMG_USE_HITLOCATIONS, // TF_WEAPON_COMPOUND_BOW
DMG_GENERIC, // TF_WEAPON_BUFF_ITEM
DMG_CLUB, // TF_WEAPON_PUMPKIN_BOMB
DMG_CLUB, // TF_WEAPON_SWORD
DMG_BLAST | DMG_HALF_FALLOFF | DMG_USEDISTANCEMOD, // TF_WEAPON_ROCKETLAUNCHER_DIRECTHIT,
DMG_CLUB, // TF_WEAPON_LIFELINE
DMG_CLUB, // TF_WEAPON_LASER_POINTER
DMG_BULLET, // TF_WEAPON_DISPENSER_GUN
DMG_BUCKSHOT | DMG_USEDISTANCEMOD, // TF_WEAPON_SENTRY_REVENGE
DMG_GENERIC, // TF_WEAPON_JAR_MILK
DMG_BUCKSHOT | DMG_BULLET | DMG_USEDISTANCEMOD, // TF_WEAPON_HANDGUN_SCOUT_PRIMARY
DMG_CLUB, // TF_WEAPON_BAT_FISH
DMG_BULLET | DMG_USE_HITLOCATIONS,
DMG_CLUB, // TF_WEAPON_STICKBOMB
DMG_BULLET | DMG_USEDISTANCEMOD, // TF_WEAPON_HANDGUN_SCOUT_SECONDARY
DMG_BUCKSHOT | DMG_USEDISTANCEMOD, // TF_WEAPON_SODA_POPPER,
DMG_BULLET | DMG_USE_HITLOCATIONS, // TF_WEAPON_SNIPERRIFLE_DECAP,
DMG_BULLET | DMG_USEDISTANCEMOD | DMG_NOCLOSEDISTANCEMOD, // TF_WEAPON_RAYGUN,
DMG_BLAST | DMG_HALF_FALLOFF | DMG_USEDISTANCEMOD, // TF_WEAPON_PARTICLE_CANNON,
DMG_BULLET | DMG_USEDISTANCEMOD, // TF_WEAPON_MECHANICAL_ARM,
DMG_BULLET | DMG_USEDISTANCEMOD | DMG_NOCLOSEDISTANCEMOD, // TF_WEAPON_DRG_POMSON,
DMG_CLUB, // TF_WEAPON_BAT_GIFTWRAP,
DMG_CLUB, // TF_WEAPON_GRENADE_ORNAMENT_BALL
DMG_BULLET | DMG_IGNITE, // TF_WEAPON_FLAREGUN_REVENGE,
DMG_BUCKSHOT | DMG_USEDISTANCEMOD, // TF_WEAPON_PEP_BRAWLER_BLASTER,
DMG_GENERIC, // TF_WEAPON_CLEAVER
DMG_SLASH, // TF_WEAPON_GRENADE_CLEAVER
DMG_GENERIC, // TF_WEAPON_STICKY_BALL_LAUNCHER,
DMG_GENERIC, // TF_WEAPON_GRENADE_STICKY_BALL,
DMG_BUCKSHOT | DMG_USEDISTANCEMOD, // TF_WEAPON_SHOTGUN_BUILDING_RESCUE,
DMG_BLAST | DMG_HALF_FALLOFF, // TF_WEAPON_CANNON
DMG_BULLET, // TF_WEAPON_THROWABLE
DMG_BULLET, // TF_WEAPON_GRENADE_THROWABLE
DMG_BULLET, // TF_WEAPON_PDA_SPY_BUILD
DMG_BULLET, // TF_WEAPON_GRENADE_WATERBALLOON
DMG_SLASH, // TF_WEAPON_HARVESTER_SAW
DMG_GENERIC, // TF_WEAPON_SPELLBOOK
DMG_GENERIC, // TF_WEAPON_SPELLBOOK_PROJECTILE
DMG_BULLET | DMG_USE_HITLOCATIONS, // TF_WEAPON_SNIPERRIFLE_CLASSIC,
DMG_GENERIC, // TF_WEAPON_PARACHUTE,
DMG_GENERIC, // TF_WEAPON_GRAPPLINGHOOK,
DMG_GENERIC, // TF_WEAPON_PASSTIME_GUN
#ifdef STAGING_ONLY
DMG_BULLET | DMG_USE_HITLOCATIONS, // TF_WEAPON_SNIPERRIFLE_REVOLVER,
#endif
DMG_BULLET | DMG_USEDISTANCEMOD, // TF_WEAPON_CHARGED_SMG,
};
const char *g_szSpecialDamageNames[] =
{
"",
"TF_DMG_CUSTOM_HEADSHOT",
"TF_DMG_CUSTOM_BACKSTAB",
"TF_DMG_CUSTOM_BURNING",
"TF_DMG_WRENCH_FIX",
"TF_DMG_CUSTOM_MINIGUN",
"TF_DMG_CUSTOM_SUICIDE",
"TF_DMG_CUSTOM_TAUNTATK_HADOUKEN",
"TF_DMG_CUSTOM_BURNING_FLARE",
"TF_DMG_CUSTOM_TAUNTATK_HIGH_NOON",
"TF_DMG_CUSTOM_TAUNTATK_GRAND_SLAM",
"TF_DMG_CUSTOM_PENETRATE_MY_TEAM",
"TF_DMG_CUSTOM_PENETRATE_ALL_PLAYERS",
"TF_DMG_CUSTOM_TAUNTATK_FENCING",
"TF_DMG_CUSTOM_PENETRATE_NONBURNING_TEAMMATE",
"TF_DMG_CUSTOM_TAUNTATK_ARROW_STAB",
"TF_DMG_CUSTOM_TELEFRAG",
"TF_DMG_CUSTOM_BURNING_ARROW",
"TF_DMG_CUSTOM_FLYINGBURN",
"TF_DMG_CUSTOM_PUMPKIN_BOMB",
"TF_DMG_CUSTOM_DECAPITATION",
"TF_DMG_CUSTOM_TAUNTATK_GRENADE",
"TF_DMG_CUSTOM_BASEBALL",
"TF_DMG_CUSTOM_CHARGE_IMPACT",
"TF_DMG_CUSTOM_TAUNTATK_BARBARIAN_SWING",
"TF_DMG_CUSTOM_AIR_STICKY_BURST",
"TF_DMG_CUSTOM_DEFENSIVE_STICKY",
"TF_DMG_CUSTOM_PICKAXE",
"TF_DMG_CUSTOM_ROCKET_DIRECTHIT",
"TF_DMG_CUSTOM_TAUNTATK_UBERSLICE",
"TF_DMG_CUSTOM_PLAYER_SENTRY",
"TF_DMG_CUSTOM_STANDARD_STICKY",
"TF_DMG_CUSTOM_SHOTGUN_REVENGE_CRIT",
"TF_DMG_CUSTOM_TAUNTATK_ENGINEER_GUITAR_SMASH",
"TF_DMG_CUSTOM_BLEEDING",
"TF_DMG_CUSTOM_GOLD_WRENCH",
"TF_DMG_CUSTOM_CARRIED_BUILDING",
"TF_DMG_CUSTOM_COMBO_PUNCH",
"TF_DMG_CUSTOM_TAUNTATK_ENGINEER_ARM_KILL",
"TF_DMG_CUSTOM_FISH_KILL",
"TF_DMG_CUSTOM_TRIGGER_HURT",
"TF_DMG_CUSTOM_DECAPITATION_BOSS",
"TF_DMG_CUSTOM_STICKBOMB_EXPLOSION",
"TF_DMG_CUSTOM_AEGIS_ROUND",
"TF_DMG_CUSTOM_FLARE_EXPLOSION",
"TF_DMG_CUSTOM_BOOTS_STOMP",
"TF_DMG_CUSTOM_PLASMA",
"TF_DMG_CUSTOM_PLASMA_CHARGED",
"TF_DMG_CUSTOM_PLASMA_GIB",
"TF_DMG_CUSTOM_PRACTICE_STICKY",
"TF_DMG_CUSTOM_EYEBALL_ROCKET",
"TF_DMG_CUSTOM_HEADSHOT_DECAPITATION",
"TF_DMG_CUSTOM_TAUNTATK_ARMAGEDDON",
"TF_DMG_CUSTOM_FLARE_PELLET",
"TF_DMG_CUSTOM_CLEAVER",
"TF_DMG_CUSTOM_CLEAVER_CRIT",
"TF_DMG_CUSTOM_SAPPER_RECORDER_DEATH",
"TF_DMG_CUSTOM_MERASMUS_PLAYER_BOMB",
"TF_DMG_CUSTOM_MERASMUS_GRENADE",
"TF_DMG_CUSTOM_MERASMUS_ZAP",
"TF_DMG_CUSTOM_MERASMUS_DECAPITATION",
"TF_DMG_CUSTOM_CANNONBALL_PUSH",
"TF_DMG_CUSTOM_TAUNTATK_ALLCLASS_GUITAR_RIFF",
"TF_DMG_CUSTOM_THROWABLE",
"TF_DMG_CUSTOM_THROWABLE_KILL",
"TF_DMG_CUSTOM_SPELL_TELEPORT",
"TF_DMG_CUSTOM_SPELL_SKELETON",
"TF_DMG_CUSTOM_SPELL_MIRV",
"TF_DMG_CUSTOM_SPELL_METEOR",
"TF_DMG_CUSTOM_SPELL_LIGHTNING",
"TF_DMG_CUSTOM_SPELL_FIREBALL",
"TF_DMG_CUSTOM_SPELL_MONOCULUS",
"TF_DMG_CUSTOM_SPELL_BLASTJUMP",
"TF_DMG_CUSTOM_SPELL_BATS",
"TF_DMG_CUSTOM_SPELL_TINY",
"TF_DMG_CUSTOM_KART",
"TF_DMG_CUSTOM_GIANT_HAMMER",
"TF_DMG_CUSTOM_RUNE_REFLECT",
};
COMPILE_TIME_ASSERT( ARRAYSIZE( g_szSpecialDamageNames ) == TF_DMG_CUSTOM_END );
const char *GetCustomDamageName( ETFDmgCustom eDmgCustom )
{
if ( ( eDmgCustom >= ARRAYSIZE( g_szSpecialDamageNames ) ) || ( eDmgCustom < 0 ) )
return NULL;
return g_szSpecialDamageNames[eDmgCustom];
}
ETFDmgCustom GetCustomDamageFromName( const char *pszCustomDmgName )
{
for( uint i=0; i<TF_DMG_CUSTOM_END; i++ )
{
ETFDmgCustom eDmgCustom = (ETFDmgCustom)i;
if ( !V_stricmp( GetCustomDamageName( eDmgCustom ), pszCustomDmgName ) )
return eDmgCustom;
}
Assert( !!"Invalid Custom Damage Name" );
return TF_DMG_CUSTOM_NONE;
}
const char *g_szProjectileNames[] =
{
"",
"projectile_bullet",
"projectile_rocket",
"projectile_pipe",
"projectile_pipe_remote",
"projectile_syringe",
"projectile_flare",
"projectile_jar",
"projectile_arrow",
"projectile_flame_rocket",
"projectile_jar_milk",
"projectile_healing_bolt",
"projectile_energy_ball",
"projectile_energy_ring",
"projectile_pipe_remote_practice",
"projectile_cleaver",
"projectile_sticky_ball",
"projectile_cannonball",
"projectile_building_repair_bolt",
"projectile_festive_arrow",
"projectile_throwable",
"projectile_spellfireball",
"projectile_festive_urine",
"projectile_festive_healing_bolt",
"projectfile_breadmonster_jarate",
"projectfile_breadmonster_madmilk",
"projectile_grapplinghook",
"projectile_sentry_rocket",
"projectile_bread_monster",
#ifdef STAGING_ONLY
// Staging
"projectile_tranq",
"projectile_sniperbullet",
"projectile_throwing_knife",
"projectile_grenade_concussion",
"projectile_grenade_teleport",
"projectile_jarate_bolt",
#endif
};
COMPILE_TIME_ASSERT( ARRAYSIZE( g_szProjectileNames ) == TF_NUM_PROJECTILES );
// these map to the projectiles named in g_szProjectileNames
int g_iProjectileWeapons[] =
{
TF_WEAPON_NONE,
TF_WEAPON_PISTOL,
TF_WEAPON_ROCKETLAUNCHER,
TF_WEAPON_PIPEBOMBLAUNCHER,
TF_WEAPON_GRENADELAUNCHER,
TF_WEAPON_SYRINGEGUN_MEDIC,
TF_WEAPON_FLAREGUN,
TF_WEAPON_JAR,
TF_WEAPON_COMPOUND_BOW,
TF_PROJECTILE_FLAME_ROCKET,
TF_WEAPON_JAR_MILK,
TF_WEAPON_CROSSBOW,
TF_WEAPON_PARTICLE_CANNON,
TF_WEAPON_RAYGUN,
TF_WEAPON_GRENADELAUNCHER, // practice pipes should never kill anyone anyway
TF_WEAPON_CLEAVER,
TF_WEAPON_STICKY_BALL_LAUNCHER,
TF_WEAPON_CANNON,
TF_WEAPON_SHOTGUN_BUILDING_RESCUE,
TF_WEAPON_COMPOUND_BOW,
TF_WEAPON_THROWABLE,
TF_WEAPON_SPELLBOOK,
TF_WEAPON_JAR,
TF_WEAPON_CROSSBOW,
TF_WEAPON_JAR,
TF_WEAPON_JAR,
TF_PROJECTILE_GRAPPLINGHOOK,
TF_WEAPON_SENTRY_ROCKET,
TF_WEAPON_THROWABLE,
#ifdef STAGING_ONLY
// Staging
TF_WEAPON_REVOLVER,
TF_WEAPON_SNIPERRIFLE,
TF_WEAPON_THROWABLE,
TF_WEAPON_THROWABLE,
TF_WEAPON_THROWABLE,
TF_WEAPON_CROSSBOW,
#endif
};
COMPILE_TIME_ASSERT( ARRAYSIZE( g_szProjectileNames ) == ARRAYSIZE( g_iProjectileWeapons ) );
//-----------------------------------------------------------------------------
// Taunt attacks
//-----------------------------------------------------------------------------
static const char* taunt_attack_name[] =
{
"TAUNTATK_NONE",
"TAUNTATK_PYRO_HADOUKEN",
"TAUNTATK_HEAVY_EAT",
"TAUNTATK_HEAVY_RADIAL_BUFF",
"TAUNTATK_HEAVY_HIGH_NOON",
"TAUNTATK_SCOUT_DRINK",
"TAUNTATK_SCOUT_GRAND_SLAM",
"TAUNTATK_MEDIC_INHALE",
"TAUNTATK_SPY_FENCING_SLASH_A",
"TAUNTATK_SPY_FENCING_SLASH_B",
"TAUNTATK_SPY_FENCING_STAB",
"TAUNTATK_RPS_KILL",
"TAUNTATK_SNIPER_ARROW_STAB_IMPALE",
"TAUNTATK_SNIPER_ARROW_STAB_KILL",
"TAUNTATK_SOLDIER_GRENADE_KILL",
"TAUNTATK_DEMOMAN_BARBARIAN_SWING",
"TAUNTATK_MEDIC_UBERSLICE_IMPALE",
"TAUNTATK_MEDIC_UBERSLICE_KILL",
"TAUNTATK_FLIP_LAND_PARTICLE",
"TAUNTATK_RPS_PARTICLE",
"TAUNTATK_HIGHFIVE_PARTICLE",
"TAUNTATK_ENGINEER_GUITAR_SMASH",
"TAUNTATK_ENGINEER_ARM_IMPALE",
"TAUNTATK_ENGINEER_ARM_KILL",
"TAUNTATK_ENGINEER_ARM_BLEND",
"TAUNTATK_SOLDIER_GRENADE_KILL_WORMSIGN",
"TAUNTATK_SHOW_ITEM",
"TAUNTATK_MEDIC_RELEASE_DOVES",
"TAUNTATK_PYRO_ARMAGEDDON",
"TAUNTATK_PYRO_SCORCHSHOT",
"TAUNTATK_ALLCLASS_GUITAR_RIFF",
"TAUNTATK_MEDIC_HEROIC_TAUNT",
//
// INSERT NEW ITEMS HERE TO AVOID BREAKING DEMOS
//
};
COMPILE_TIME_ASSERT( ARRAYSIZE( taunt_attack_name ) == TAUNTATK_COUNT );
taunt_attack_t GetTauntAttackByName( const char* pszTauntAttackName )
{
if ( pszTauntAttackName )
{
for ( int i=0; i<ARRAYSIZE( taunt_attack_name ); ++i )
{
if ( !V_stricmp( pszTauntAttackName, taunt_attack_name[i] ) )
{
return (taunt_attack_t)i;
}
}
}
return TAUNTATK_NONE;
}
const char *g_pszHintMessages[] =
{
"#Hint_spotted_a_friend",
"#Hint_spotted_an_enemy",
"#Hint_killing_enemies_is_good",
"#Hint_out_of_ammo",
"#Hint_turn_off_hints",
"#Hint_pickup_ammo",
"#Hint_Cannot_Teleport_With_Flag",
"#Hint_Cannot_Cloak_With_Flag",
"#Hint_Cannot_Disguise_With_Flag",
"#Hint_Cannot_Attack_While_Feign_Armed",
"#Hint_ClassMenu",
// Grenades
"#Hint_gren_caltrops",
"#Hint_gren_concussion",
"#Hint_gren_emp",
"#Hint_gren_gas",
"#Hint_gren_mirv",
"#Hint_gren_nail",
"#Hint_gren_napalm",
"#Hint_gren_normal",
// Altfires
"#Hint_altfire_sniperrifle",
"#Hint_altfire_flamethrower",
"#Hint_altfire_grenadelauncher",
"#Hint_altfire_pipebomblauncher",
"#Hint_altfire_rotate_building",
// Soldier
"#Hint_Soldier_rpg_reload",
// Engineer
"#Hint_Engineer_use_wrench_onown",
"#Hint_Engineer_use_wrench_onother",
"#Hint_Engineer_use_wrench_onfriend",
"#Hint_Engineer_build_sentrygun",
"#Hint_Engineer_build_dispenser",
"#Hint_Engineer_build_teleporters",
"#Hint_Engineer_pickup_metal",
"#Hint_Engineer_repair_object",
"#Hint_Engineer_metal_to_upgrade",
"#Hint_Engineer_upgrade_sentrygun",
"#Hint_object_has_sapper",
"#Hint_object_your_object_sapped",
"#Hint_enemy_using_dispenser",
"#Hint_enemy_using_tp_entrance",
"#Hint_enemy_using_tp_exit",
"#Hint_Cannot_Phase_With_Flag",
"#Hint_Cannot_Attack_While_Cloaked",
"#Hint_Cannot_Arm_Feign_Now",
};
const char *g_pszArrowModels[] =
{
"models/weapons/w_models/w_arrow.mdl",
"models/weapons/w_models/w_repair_claw.mdl",
"models/weapons/w_models/w_baseball.mdl",
"models/weapons/w_models/w_arrow_xmas.mdl",
"models/weapons/w_models/w_syringe_proj.mdl",
#ifdef STAGING_ONLY
"models/workshop/weapons/c_models/c_crusaders_crossbow/c_crusaders_crossbow_xmas_proj.mdl",
#else
"models/weapons/c_models/c_crusaders_crossbow/c_crusaders_crossbow_xmas_proj.mdl",
#endif
"models/weapons/w_models/w_breadmonster/w_breadmonster.mdl",
"models/weapons/c_models/c_grapple_proj/c_grapple_proj.mdl",
#ifdef STAGING_ONLY
"models/workshop_partner/weapons/c_models/c_sd_cleaver/c_sd_cleaver.mdl"
#else
"models/weapons/c_models/c_sd_cleaver/c_sd_cleaver.mdl"
#endif
};
COMPILE_TIME_ASSERT( ARRAYSIZE( g_pszArrowModels ) == TF_ARROW_MODEL_COUNT );
const char *g_pszCampaignMedalIcons[] =
{
"",
// Gun Mettle Campaign
"../hud/coin_summer2015_gravel",
"../hud/coin_summer2015_bronze",
"../hud/coin_summer2015_silver",
"../hud/coin_summer2015_gold",
// Invasion Community Update
"../HUD/scoreboard_invasion",
// Halloween
"../HUD/coin_halloween2015_gravel",
"../HUD/coin_halloween2015_bronze",
"../HUD/coin_halloween2015_silver",
"../HUD/coin_halloween2015_gold",
// Tough Break Campaign
"../HUD/stamp_winter2016_gravel1",
"../HUD/stamp_winter2016_bronze1",
"../HUD/stamp_winter2016_silver1",
"../HUD/stamp_winter2016_gold1",
"../HUD/stamp_winter2016_gravel2",
"../HUD/stamp_winter2016_bronze2",
"../HUD/stamp_winter2016_silver2",
"../HUD/stamp_winter2016_gold2",
};
COMPILE_TIME_ASSERT( ARRAYSIZE( g_pszCampaignMedalIcons ) == CAMPAIGN_MEDAL_DISPLAY_TYPE_COUNT );
//-----------------------------------------------------------------------------
// Dead Calling Cards
const char *g_pszDeathCallingCardModels[] =
{
"", // Empty at zero
"models/props_gameplay/tombstone_specialdelivery.mdl", // Scout PolyCount Set
"models/props_gameplay/tombstone_crocostyle.mdl", // Sniper PolyCount Set
"models/props_gameplay/tombstone_tankbuster.mdl", // Solider PolyCount Set
"models/props_gameplay/tombstone_gasjockey.mdl", // Pyro PolyCount Set
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int GetWeaponId( const char *pszWeaponName )
{
// if this doesn't match, you need to add missing weapons to the array
COMPILE_TIME_ASSERT( TF_WEAPON_COUNT == ARRAYSIZE( g_aWeaponNames ) );
for ( int iWeapon = 0; iWeapon < ARRAYSIZE( g_aWeaponNames ); ++iWeapon )
{
if ( !Q_stricmp( pszWeaponName, g_aWeaponNames[iWeapon] ) )
return iWeapon;
}
return TF_WEAPON_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *WeaponIdToAlias( int iWeapon )
{
// if this doesn't match, you need to add missing weapons to the array
COMPILE_TIME_ASSERT( TF_WEAPON_COUNT == ARRAYSIZE( g_aWeaponNames ) );
if ( ( iWeapon >= ARRAYSIZE( g_aWeaponNames ) ) || ( iWeapon < 0 ) )
return NULL;
return g_aWeaponNames[iWeapon];
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int GetWeaponFromDamage( const CTakeDamageInfo &info )
{
int iWeapon = TF_WEAPON_NONE;
const char *killer_weapon_name = "";
// Find the killer & the scorer
CBaseEntity *pInflictor = info.GetInflictor();
CBaseEntity *pKiller = info.GetAttacker();
CBasePlayer *pScorer = TFGameRules()->GetDeathScorer( pKiller, pInflictor, NULL );
// find the weapon the killer used
if ( pScorer ) // Is the killer a client?
{
if ( pInflictor )
{
if ( pInflictor == pScorer )
{
// If the inflictor is the killer, then it must be their current weapon doing the damage
if ( pScorer->GetActiveWeapon() )
{
killer_weapon_name = pScorer->GetActiveWeapon()->GetClassname();
}
}
else
{
killer_weapon_name = STRING( pInflictor->m_iClassname ); // it's just that easy
}
}
}
else if ( pInflictor )
{
killer_weapon_name = STRING( pInflictor->m_iClassname );
}
if ( !Q_strnicmp( killer_weapon_name, "tf_projectile", 13 ) )
{
for( int i = 0; i < ARRAYSIZE( g_szProjectileNames ); i++ )
{
if ( !Q_stricmp( &killer_weapon_name[ 3 ], g_szProjectileNames[ i ] ) )
{
iWeapon = g_iProjectileWeapons[ i ];
break;
}
}
}
else
{
int iLen = Q_strlen( killer_weapon_name );
// strip off _projectile from projectiles shot from other projectiles
if ( ( iLen < 256 ) && ( iLen > 11 ) && !Q_stricmp( &killer_weapon_name[ iLen - 11 ], "_projectile" ) )
{
char temp[ 256 ];
V_strcpy_safe( temp, killer_weapon_name );
temp[ iLen - 11 ] = 0;
// set the weapon used
iWeapon = GetWeaponId( temp );
}
else
{
// set the weapon used
iWeapon = GetWeaponId( killer_weapon_name );
}
}
AssertMsg( iWeapon >= 0 && iWeapon < TF_WEAPON_COUNT, "Referencing a weapon not in tf_shareddefs.h. Check to make it's defined and it's mapped correctly in g_szProjectileNames and g_iProjectileWeapons." );
return iWeapon;
}
#endif
// ------------------------------------------------------------------------------------------------ //
// CObjectInfo tables.
// ------------------------------------------------------------------------------------------------ //
CObjectInfo::CObjectInfo( const char *pObjectName )
{
m_pObjectName = pObjectName;
m_pClassName = NULL;
m_flBuildTime = -9999;
m_nMaxObjects = -9999;
m_Cost = -9999;
m_CostMultiplierPerInstance = -999;
m_flUpgradeDuration = -999;
m_UpgradeCost = -9999;
m_MaxUpgradeLevel = -9999;
m_pBuilderWeaponName = NULL;
m_pBuilderPlacementString = NULL;
m_SelectionSlot = -9999;
m_SelectionPosition = -9999;
m_bSolidToPlayerMovement = false;
m_pIconActive = NULL;
m_pIconInactive = NULL;
m_pIconMenu = NULL;
m_pViewModel = NULL;
m_pPlayerModel = NULL;
m_iDisplayPriority = 0;
m_bVisibleInWeaponSelection = true;
m_pExplodeSound = NULL;
m_pUpgradeSound = NULL;
m_pExplosionParticleEffect = NULL;
m_bAutoSwitchTo = false;
m_iBuildCount = 0;
m_iNumAltModes = 0;
m_bRequiresOwnBuilder = false;
}
CObjectInfo::~CObjectInfo()
{
delete [] m_pClassName;
delete [] m_pStatusName;
delete [] m_pBuilderWeaponName;
delete [] m_pBuilderPlacementString;
delete [] m_pIconActive;
delete [] m_pIconInactive;
delete [] m_pIconMenu;
delete [] m_pViewModel;
delete [] m_pPlayerModel;
delete [] m_pExplodeSound;
delete [] m_pUpgradeSound;
delete [] m_pExplosionParticleEffect;
}
CObjectInfo g_ObjectInfos[OBJ_LAST] =
{
CObjectInfo( "OBJ_DISPENSER" ),
CObjectInfo( "OBJ_TELEPORTER" ),
CObjectInfo( "OBJ_SENTRYGUN" ),
CObjectInfo( "OBJ_ATTACHMENT_SAPPER" ),
#ifdef STAGING_ONLY
CObjectInfo( "OBJ_CATAPULT" ),
CObjectInfo( "OBJ_SPY_TRAP" ),
#endif
};
COMPILE_TIME_ASSERT( ARRAYSIZE( g_ObjectInfos ) == OBJ_LAST );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int GetBuildableId( const char *pszBuildableName )
{
for ( int iBuildable = 0; iBuildable < OBJ_LAST; ++iBuildable )
{
if ( !Q_stricmp( pszBuildableName, g_ObjectInfos[iBuildable].m_pObjectName ) )
return iBuildable;
}
return OBJ_LAST;
}
bool AreObjectInfosLoaded()
{
return g_ObjectInfos[0].m_pClassName != NULL;
}
static void SpewFileInfo( IBaseFileSystem *pFileSystem, const char *resourceName, const char *pathID, KeyValues *pValues )
{
bool bFileExists = pFileSystem->FileExists( resourceName, pathID );
bool bFileWritable = pFileSystem->IsFileWritable( resourceName, pathID );
unsigned int nSize = pFileSystem->Size( resourceName, pathID );
Msg( "resourceName:%s pathID:%s bFileExists:%d size:%u writeable:%d\n", resourceName, pathID, bFileExists, nSize, bFileWritable );
unsigned int filesize = ( unsigned int )-1;
FileHandle_t f = filesystem->Open( resourceName, "rb", pathID );
if ( f )
{
filesize = filesystem->Size( f );
filesystem->Close( f );
}
Msg( " FileHandle_t:%p size:%u\n", f, filesize );
IFileSystem *pFS = (IFileSystem *)filesystem;
char cwd[ MAX_PATH ];
cwd[ 0 ] = 0;
pFS->GetCurrentDirectory( cwd, ARRAYSIZE( cwd ) );
bool bAvailable = pFS->IsFileImmediatelyAvailable( resourceName );
Msg( " IsFileImmediatelyAvailable:%d cwd:%s\n", bAvailable, cwd );
pFS->PrintSearchPaths();
if ( pValues )
{
Msg( "Keys:" );
KeyValuesDumpAsDevMsg( pValues, 2, 0 );
}
}
void LoadObjectInfos( IBaseFileSystem *pFileSystem )
{
const char *pFilename = "scripts/objects.txt";
// Make sure this stuff hasn't already been loaded.
Assert( !AreObjectInfosLoaded() );
KeyValues *pValues = new KeyValues( "Object descriptions" );
if ( !pValues->LoadFromFile( pFileSystem, pFilename, "GAME" ) )
{
// Getting "Can't open scripts/objects.txt for object info." errors. Spew file information
// before the Error() call which should show up in the minidumps.
SpewFileInfo( pFileSystem, pFilename, "GAME", NULL );
Error( "Can't open %s for object info.", pFilename );
pValues->deleteThis();
return;
}
// Now read each class's information in.
for ( int iObj=0; iObj < ARRAYSIZE( g_ObjectInfos ); iObj++ )
{
CObjectInfo *pInfo = &g_ObjectInfos[iObj];
KeyValues *pSub = pValues->FindKey( pInfo->m_pObjectName );
if ( !pSub )
{
// Getting "Missing section 'OBJ_DISPENSER' from scripts/objects.txt" errors.
SpewFileInfo( pFileSystem, pFilename, "GAME", pValues );
// It seems that folks have corrupt files when these errors are seen in http://minidump.
// Does it make sense to call the below Steam API so it'll force a validation next startup time?
// Need to verify it's real corruption and not someone dorking around with their objects.txt file...
//
// From Martin Otten: If you have a file on disc and you’re 100% sure it’s
// corrupt, call ISteamApps::MarkContentCorrupt( false ), before you shutdown
// the game. This will cause a content validation in Steam.
Error( "Missing section '%s' from %s.", pInfo->m_pObjectName, pFilename );
pValues->deleteThis();
return;
}
// Read all the info in.
if ( (pInfo->m_flBuildTime = pSub->GetFloat( "BuildTime", -999 )) == -999 ||
(pInfo->m_nMaxObjects = pSub->GetInt( "MaxObjects", -999 )) == -999 ||
(pInfo->m_Cost = pSub->GetInt( "Cost", -999 )) == -999 ||
(pInfo->m_CostMultiplierPerInstance = pSub->GetFloat( "CostMultiplier", -999 )) == -999 ||
(pInfo->m_flUpgradeDuration = pSub->GetFloat( "UpgradeDuration", -999 )) == -999 ||
(pInfo->m_UpgradeCost = pSub->GetInt( "UpgradeCost", -999 )) == -999 ||
(pInfo->m_MaxUpgradeLevel = pSub->GetInt( "MaxUpgradeLevel", -999 )) == -999 ||
(pInfo->m_SelectionSlot = pSub->GetInt( "SelectionSlot", -999 )) == -999 ||
(pInfo->m_iBuildCount = pSub->GetInt( "BuildCount", -999 )) == -999 ||
(pInfo->m_SelectionPosition = pSub->GetInt( "SelectionPosition", -999 )) == -999 )
{
SpewFileInfo( pFileSystem, pFilename, "GAME", pValues );
Error( "Missing data for object '%s' in %s.", pInfo->m_pObjectName, pFilename );
pValues->deleteThis();
return;
}
pInfo->m_pClassName = ReadAndAllocStringValue( pSub, "ClassName", pFilename );
pInfo->m_pStatusName = ReadAndAllocStringValue( pSub, "StatusName", pFilename );
pInfo->m_pBuilderWeaponName = ReadAndAllocStringValue( pSub, "BuilderWeaponName", pFilename );
pInfo->m_pBuilderPlacementString = ReadAndAllocStringValue( pSub, "BuilderPlacementString", pFilename );
pInfo->m_bSolidToPlayerMovement = pSub->GetInt( "SolidToPlayerMovement", 0 ) ? true : false;
pInfo->m_pIconActive = ReadAndAllocStringValue( pSub, "IconActive", pFilename );
pInfo->m_pIconInactive = ReadAndAllocStringValue( pSub, "IconInactive", pFilename );
pInfo->m_pIconMenu = ReadAndAllocStringValue( pSub, "IconMenu", pFilename );
pInfo->m_bUseItemInfo = ( pSub->GetInt( "UseItemInfo", 0 ) > 0 );
pInfo->m_pViewModel = ReadAndAllocStringValue( pSub, "Viewmodel", pFilename );
pInfo->m_pPlayerModel = ReadAndAllocStringValue( pSub, "Playermodel", pFilename );
pInfo->m_iDisplayPriority = pSub->GetInt( "DisplayPriority", 0 );
pInfo->m_pHudStatusIcon = ReadAndAllocStringValue( pSub, "HudStatusIcon", pFilename );
pInfo->m_bVisibleInWeaponSelection = ( pSub->GetInt( "VisibleInWeaponSelection", 1 ) > 0 );
pInfo->m_pExplodeSound = ReadAndAllocStringValue( pSub, "ExplodeSound", pFilename );
pInfo->m_pUpgradeSound = ReadAndAllocStringValue( pSub, "UpgradeSound", pFilename );
pInfo->m_pExplosionParticleEffect = ReadAndAllocStringValue( pSub, "ExplodeEffect", pFilename );
pInfo->m_bAutoSwitchTo = ( pSub->GetInt( "autoswitchto", 0 ) > 0 );
pInfo->m_iMetalToDropInGibs = pSub->GetInt( "MetalToDropInGibs", 0 );
pInfo->m_bRequiresOwnBuilder = pSub->GetBool( "RequiresOwnBuilder", 0 );
// Read the other alternate object modes.
KeyValues *pAltModesKey = pSub->FindKey( "AltModes" );
if ( pAltModesKey )
{
int iIndex = 0;
while ( iIndex<OBJECT_MAX_MODES )
{
char buf[256];
Q_snprintf( buf, sizeof(buf), "AltMode%d", iIndex );
KeyValues *pCurrentModeKey = pAltModesKey->FindKey( buf );
if ( !pCurrentModeKey )
break;
pInfo->m_AltModes[iIndex].pszStatusName = ReadAndAllocStringValue( pCurrentModeKey, "StatusName", pFilename );
pInfo->m_AltModes[iIndex].pszModeName = ReadAndAllocStringValue( pCurrentModeKey, "ModeName", pFilename );
pInfo->m_AltModes[iIndex].pszIconMenu = ReadAndAllocStringValue( pCurrentModeKey, "IconMenu", pFilename );
iIndex++;
}
pInfo->m_iNumAltModes = iIndex-1;
}
// Alternate mode 0 always matches the defaults.
pInfo->m_AltModes[0].pszStatusName = pInfo->m_pStatusName;
pInfo->m_AltModes[0].pszIconMenu = pInfo->m_pIconMenu;
}
pValues->deleteThis();
}
const CObjectInfo* GetObjectInfo( int iObject )
{
Assert( iObject >= 0 && iObject < OBJ_LAST );
Assert( AreObjectInfosLoaded() );
return &g_ObjectInfos[iObject];
}
ConVar tf_cheapobjects( "tf_cheapobjects","0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Set to 1 and all objects will cost 0" );
//-----------------------------------------------------------------------------
// Purpose: Return the cost of another object of the specified type
// If bLast is set, return the cost of the last built object of the specified type
//
// Note: Used to contain logic from tf2 that multiple instances of the same object
// cost different amounts. See tf2/game_shared/tf_shareddefs.cpp for details
//-----------------------------------------------------------------------------
int InternalCalculateObjectCost( int iObjectType )
{
if ( tf_cheapobjects.GetInt() )
{
return 0;
}
int iCost = GetObjectInfo( iObjectType )->m_Cost;
return iCost;
}
//-----------------------------------------------------------------------------
// Purpose: Calculate the cost to upgrade an object of a specific type
//-----------------------------------------------------------------------------
int CalculateObjectUpgrade( int iObjectType, int iObjectLevel )
{
// Max level?
if ( iObjectLevel >= GetObjectInfo( iObjectType )->m_MaxUpgradeLevel )
return 0;
int iCost = GetObjectInfo( iObjectType )->m_UpgradeCost;
for ( int i = 0; i < (iObjectLevel - 1); i++ )
{
iCost *= OBJECT_UPGRADE_COST_MULTIPLIER_PER_LEVEL;
}
return iCost;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified class is allowed to build the specified object type
//-----------------------------------------------------------------------------
bool ClassCanBuild( int iClass, int iObjectType )
{
/*
for ( int i = 0; i < OBJ_LAST; i++ )
{
// Hit the end?
if ( g_TFClassInfos[iClass].m_pClassObjects[i] == OBJ_LAST )
return false;
// Found it?
if ( g_TFClassInfos[iClass].m_pClassObjects[i] == iObjectType )
return true;
}
return false;
*/
return ( iClass == TF_CLASS_ENGINEER );
}
const unsigned char *GetTFEncryptionKey( void )
{
return (unsigned char *)"E2NcUkG2";
}
//-----------------------------------------------------------------------------
// Per-class weapon entity translations
//-----------------------------------------------------------------------------
struct wpntranslation_class_weapons_t
{
const char *pszWpnString;
const char *pszClassWpn[TF_LAST_NORMAL_CLASS];
};
wpntranslation_class_weapons_t pszWpnEntTranslationList[] =
{
{
"tf_weapon_shotgun",
{
"", // TF_CLASS_UNDEFINED = 0,
"", // TF_CLASS_SCOUT,
"", // TF_CLASS_SNIPER,
"tf_weapon_shotgun_soldier",// TF_CLASS_SOLDIER,
"", // TF_CLASS_DEMOMAN,
"", // TF_CLASS_MEDIC,
"tf_weapon_shotgun_hwg", // TF_CLASS_HEAVYWEAPONS,
"tf_weapon_shotgun_pyro", // TF_CLASS_PYRO,
"", // TF_CLASS_SPY,
"tf_weapon_shotgun_primary",// TF_CLASS_ENGINEER,
}
},
{
"tf_weapon_pistol",
{
"", // TF_CLASS_UNDEFINED = 0,
"tf_weapon_pistol_scout", // TF_CLASS_SCOUT,
"", // TF_CLASS_SNIPER,
"", // TF_CLASS_SOLDIER,
"", // TF_CLASS_DEMOMAN,
"", // TF_CLASS_MEDIC,
"", // TF_CLASS_HEAVYWEAPONS,
"", // TF_CLASS_PYRO,
"", // TF_CLASS_SPY,
"tf_weapon_pistol", // TF_CLASS_ENGINEER,
}
},
{
"tf_weapon_shovel",
{
"", // TF_CLASS_UNDEFINED = 0,
"", // TF_CLASS_SCOUT,
"", // TF_CLASS_SNIPER,
"tf_weapon_shovel", // TF_CLASS_SOLDIER,
"tf_weapon_bottle", // TF_CLASS_DEMOMAN,
"", // TF_CLASS_MEDIC,
"", // TF_CLASS_HEAVYWEAPONS,
"", // TF_CLASS_PYRO,
"", // TF_CLASS_SPY,
"", // TF_CLASS_ENGINEER,
}
},
{
"tf_weapon_bottle",
{
"", // TF_CLASS_UNDEFINED = 0,
"", // TF_CLASS_SCOUT,
"", // TF_CLASS_SNIPER,
"tf_weapon_shovel", // TF_CLASS_SOLDIER,
"tf_weapon_bottle", // TF_CLASS_DEMOMAN,
"", // TF_CLASS_MEDIC,
"", // TF_CLASS_HEAVYWEAPONS,
"", // TF_CLASS_PYRO,
"", // TF_CLASS_SPY,
"", // TF_CLASS_ENGINEER,
}
},
{
"saxxy",
{
"", // TF_CLASS_UNDEFINED = 0,
"tf_weapon_bat", // TF_CLASS_SCOUT,
"tf_weapon_club", // TF_CLASS_SNIPER,
"tf_weapon_shovel", // TF_CLASS_SOLDIER,
"tf_weapon_bottle", // TF_CLASS_DEMOMAN,
"tf_weapon_bonesaw", // TF_CLASS_MEDIC,
"tf_weapon_fireaxe", // TF_CLASS_HEAVYWEAPONS, HWG uses a fireaxe because he doesn't have a default melee weapon of his own; also I am a terrible person
"tf_weapon_fireaxe", // TF_CLASS_PYRO,
"tf_weapon_knife", // TF_CLASS_SPY,
"tf_weapon_wrench", // TF_CLASS_ENGINEER,
}
},
{
"tf_weapon_throwable",
{
"", // TF_CLASS_UNDEFINED = 0,
"tf_weapon_throwable_secondary", // TF_CLASS_SCOUT,
"tf_weapon_throwable_secondary", // TF_CLASS_SNIPER,
"tf_weapon_throwable_secondary", // TF_CLASS_SOLDIER,
"tf_weapon_throwable_secondary", // TF_CLASS_DEMOMAN,
"tf_weapon_throwable_primary", // TF_CLASS_MEDIC,
"tf_weapon_throwable_secondary", // TF_CLASS_HEAVYWEAPONS
"tf_weapon_throwable_secondary", // TF_CLASS_PYRO,
"tf_weapon_throwable_secondary", // TF_CLASS_SPY,
"tf_weapon_throwable_secondary", // TF_CLASS_ENGINEER,
}
},
{
"tf_weapon_parachute",
{
"", // TF_CLASS_UNDEFINED = 0,
"", // TF_CLASS_SCOUT,
"", // TF_CLASS_SNIPER,
"tf_weapon_parachute_secondary", // TF_CLASS_SOLDIER,
"tf_weapon_parachute_primary", // TF_CLASS_DEMOMAN,
"", // TF_CLASS_MEDIC,
"", // TF_CLASS_HEAVYWEAPONS
"", // TF_CLASS_PYRO,
"" // TF_CLASS_SPY,
"", // TF_CLASS_ENGINEER,
}
},
{
"tf_weapon_revolver",
{
"", // TF_CLASS_UNDEFINED = 0,
"", // TF_CLASS_SCOUT,
"", // TF_CLASS_SNIPER,
"", // TF_CLASS_SOLDIER,
"", // TF_CLASS_DEMOMAN,
"", // TF_CLASS_MEDIC,
"", // TF_CLASS_HEAVYWEAPONS
"", // TF_CLASS_PYRO,
"tf_weapon_revolver", // TF_CLASS_SPY,
"tf_weapon_revolver_secondary", // TF_CLASS_ENGINEER,
}
},
};
//-----------------------------------------------------------------------------
// Purpose: We need to support players putting any shotgun into a shotgun slot, pistol into a pistol slot, etc.
// For legacy reasons, different classes actually spawn different entities for their shotguns/pistols/etc.
// To deal with this, we translate entities into the right one for the class we're playing.
//-----------------------------------------------------------------------------
const char *TranslateWeaponEntForClass( const char *pszName, int iClass )
{
if ( pszName )
{
for ( int i = 0; i < ARRAYSIZE(pszWpnEntTranslationList); i++ )
{
if ( !Q_stricmp( pszName, pszWpnEntTranslationList[i].pszWpnString ) )
{
const char *pTransName = pszWpnEntTranslationList[i].pszClassWpn[ iClass ];
Assert( pTransName && pTransName[0] );
return pTransName;
}
}
}
return pszName;
}
//-----------------------------------------------------------------------------
// Helltower Announcer lines for Redmond and Blutarch
//-----------------------------------------------------------------------------
helltower_vo_t g_pszHelltowerAnnouncerLines[] =
{
// EACH MISC PAIR SHOULD HAVE THE SAME NUMBER OF LINES
{ "Announcer.Helltower_Red_Misc%02u", 16 },
{ "Announcer.Helltower_Blue_Misc%02u", 16 },
{ "Announcer.Helltower_Red_Misc_Rare%02u", 21 },
{ "Announcer.Helltower_Blue_Misc_Rare%02u", 21 },
// THESE PAIRS CAN HAVE DIFFERENT COUNTS
{ "Announcer.Helltower_Red_Winning%02u", 12 },
{ "Announcer.Helltower_Blue_Winning%02u", 13 },
{ "Announcer.Helltower_Red_Winning_Rare%02u", 12 },
{ "Announcer.Helltower_Blue_Winning_Rare%02u", 8 },
{ "Announcer.Helltower_Red_Losing%02u", 15 },
{ "Announcer.Helltower_Blue_Losing%02u", 16 },
{ "Announcer.Helltower_Red_Losing_Rare%02u", 6 },
{ "Announcer.Helltower_Blue_Losing_Rare%02u", 5 },
{ "Announcer.Helltower_Red_Win%02u", 7 },
{ "Announcer.Helltower_Blue_Win%02u", 7 },
{ "Announcer.Helltower_Red_Win_Rare%02u", 1 },
{ "Announcer.Helltower_Blue_Win_Rare%02u", 3 },
{ "Announcer.Helltower_Red_Lose%02u", 7 },
{ "Announcer.Helltower_Blue_Lose%02u", 7 },
{ "Announcer.Helltower_Red_Lose_Rare%02u", 1 },
{ "Announcer.Helltower_Blue_Lose_Rare%02u", 1 },
{ "Announcer.Helltower_Red_RoundStart%02u", 4 },
{ "Announcer.Helltower_Blue_RoundStart%02u", 2 },
{ "Announcer.Helltower_Red_RoundStart_Rare%02u", 4 },
{ "Announcer.Helltower_Blue_RoundStart_Rare%02u", 2 },
{ "Announcer.Helltower_Red_Skeleton_King%02u", 4 },
{ "Announcer.Helltower_Blue_Skeleton_King%02u", 4 },
{ "Announcer.Helltower_Red_Almost_Win%02u", 1 },
{ "Announcer.Helltower_Blue_Almost_Win%02u", 1 },
{ "Announcer.Helltower_Red_Almost_Lose%02u", 1 },
{ "Announcer.Helltower_Blue_Almost_Lose%02u", 1 },
};
#ifdef TF_CLIENT_DLL
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
const char *g_pszInvasionMaps[] =
{
"maps/ctf_2fort_invasion.bsp",
"maps/koth_probed.bsp",
"maps/arena_byre.bsp",
"maps/pd_watergate.bsp"
};
bool IsPlayingInvasionMap( void )
{
const char *pszCurrentMap = engine->GetLevelName();
for ( int i = 0; i < ARRAYSIZE( g_pszInvasionMaps ); i++ )
{
if ( FStrEq( g_pszInvasionMaps[i], pszCurrentMap ) )
return true;
}
return false;
}
const char *g_pszClassIcons[SCOREBOARD_CLASS_ICONS] =
{
"",
"../hud/leaderboard_class_scout",
"../hud/leaderboard_class_sniper",
"../hud/leaderboard_class_soldier",
"../hud/leaderboard_class_demo",
"../hud/leaderboard_class_medic",
"../hud/leaderboard_class_heavy",
"../hud/leaderboard_class_pyro",
"../hud/leaderboard_class_spy",
"../hud/leaderboard_class_engineer",
"../hud/leaderboard_class_scout_d",
"../hud/leaderboard_class_sniper_d",
"../hud/leaderboard_class_soldier_d",
"../hud/leaderboard_class_demo_d",
"../hud/leaderboard_class_medic_d",
"../hud/leaderboard_class_heavy_d",
"../hud/leaderboard_class_pyro_d",
"../hud/leaderboard_class_spy_d",
"../hud/leaderboard_class_engineer_d",
};
const char *g_pszClassIconsAlt[SCOREBOARD_CLASS_ICONS] =
{
"",
"class_icons/class_icon_orange_scout",
"class_icons/class_icon_orange_sniper",
"class_icons/class_icon_orange_soldier",
"class_icons/class_icon_orange_demo",
"class_icons/class_icon_orange_medic",
"class_icons/class_icon_orange_heavy",
"class_icons/class_icon_orange_pyro",
"class_icons/class_icon_orange_spy",
"class_icons/class_icon_orange_engineer",
"class_icons/class_icon_orange_scout_d",
"class_icons/class_icon_orange_sniper_d",
"class_icons/class_icon_orange_soldier_d",
"class_icons/class_icon_orange_demo_d",
"class_icons/class_icon_orange_medic_d",
"class_icons/class_icon_orange_heavy_d",
"class_icons/class_icon_orange_pyro_d",
"class_icons/class_icon_orange_spy_d",
"class_icons/class_icon_orange_engineer_d",
};
const char *g_pszItemClassImagesRed[] =
{
"class_portraits/all_class", // TF_CLASS_UNDEFINED = 0,
"class_portraits/scout", // TF_CLASS_SCOUT,
"class_portraits/sniper", // TF_CLASS_SNIPER,
"class_portraits/soldier", // TF_CLASS_SOLDIER,
"class_portraits/demoman", // TF_CLASS_DEMOMAN,
"class_portraits/medic", // TF_CLASS_MEDIC,
"class_portraits/heavy", // TF_CLASS_HEAVYWEAPONS,
"class_portraits/pyro", // TF_CLASS_PYRO,
"class_portraits/spy", // TF_CLASS_SPY,
"class_portraits/engineer", // TF_CLASS_ENGINEER,
"class_portraits/scout_grey", // TF_CLASS_SCOUT,
"class_portraits/sniper_grey", // TF_CLASS_SNIPER,
"class_portraits/soldier_grey", // TF_CLASS_SOLDIER,
"class_portraits/demoman_grey", // TF_CLASS_DEMOMAN,
"class_portraits/medic_grey", // TF_CLASS_MEDIC,
"class_portraits/heavy_grey", // TF_CLASS_HEAVYWEAPONS,
"class_portraits/pyro_grey", // TF_CLASS_PYRO,
"class_portraits/spy_grey", // TF_CLASS_SPY,
"class_portraits/engineer_grey", // TF_CLASS_ENGINEER,
};
const char *g_pszItemClassImagesBlue[] =
{
"class_portraits/all_class", // TF_CLASS_UNDEFINED = 0,
"class_portraits/scout_blue", // TF_CLASS_SCOUT,
"class_portraits/sniper_blue", // TF_CLASS_SNIPER,
"class_portraits/soldier_blue", // TF_CLASS_SOLDIER,
"class_portraits/demoman_blue", // TF_CLASS_DEMOMAN,
"class_portraits/medic_blue", // TF_CLASS_MEDIC,
"class_portraits/heavy_blue", // TF_CLASS_HEAVYWEAPONS,
"class_portraits/pyro_blue", // TF_CLASS_PYRO,
"class_portraits/spy_blue", // TF_CLASS_SPY,
"class_portraits/engineer_blue", // TF_CLASS_ENGINEER,
"class_portraits/scout_blue_grey", // TF_CLASS_SCOUT,
"class_portraits/sniper_blue_grey", // TF_CLASS_SNIPER,
"class_portraits/soldier_blue_grey", // TF_CLASS_SOLDIER,
"class_portraits/demoman_blue_grey", // TF_CLASS_DEMOMAN,
"class_portraits/medic_blue_grey", // TF_CLASS_MEDIC,
"class_portraits/heavy_blue_grey", // TF_CLASS_HEAVYWEAPONS,
"class_portraits/pyro_blue_grey", // TF_CLASS_PYRO,
"class_portraits/spy_blue_grey", // TF_CLASS_SPY,
"class_portraits/engineer_blue_grey", // TF_CLASS_ENGINEER,
};
const char *g_pszCompetitiveMedalImages[] =
{
"",
"competitive/competitive_coin_bronze",
"competitive/competitive_coin_silver",
"competitive/competitive_coin_gold",
};
COMPILE_TIME_ASSERT( ARRAYSIZE( g_pszCompetitiveMedalImages ) == StatMedal_Max );
#endif // TF_CLIENT_DLL
// rune icons for each team
static const char *s_pszRuneIcons[2][RUNE_TYPES_MAX] =
{
// RED TEAM
{
"powerup_icon_strength_red",
"powerup_icon_haste_red",
"powerup_icon_regen_red",
"powerup_icon_resist_red",
"powerup_icon_vampire_red",
"powerup_icon_reflect_red",
"powerup_icon_precision_red",
"powerup_icon_agility_red",
"powerup_icon_knockout_red",
"powerup_icon_king_red",
"powerup_icon_plague_red",
"powerup_icon_supernova_red",
},
// BLUE TEAM
{
"powerup_icon_strength_blue",
"powerup_icon_haste_blue",
"powerup_icon_regen_blue",
"powerup_icon_resist_blue",
"powerup_icon_vampire_blue",
"powerup_icon_reflect_blue",
"powerup_icon_precision_blue",
"powerup_icon_agility_blue",
"powerup_icon_knockout_blue",
"powerup_icon_king_blue",
"powerup_icon_plague_blue",
"powerup_icon_supernova_blue",
}
};
COMPILE_TIME_ASSERT( ARRAYSIZE( s_pszRuneIcons[0] ) == RUNE_TYPES_MAX );
COMPILE_TIME_ASSERT( ARRAYSIZE( s_pszRuneIcons[1] ) == RUNE_TYPES_MAX );
const char *GetPowerupIconName( RuneTypes_t type, int iTeam )
{
int iTeamIndex = iTeam == TF_TEAM_RED ? 0 : 1;
if ( type != RUNE_NONE && type < RUNE_TYPES_MAX )
{
return s_pszRuneIcons[ iTeamIndex ][ type ];
}
return NULL;
}