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2011 lines
60 KiB
2011 lines
60 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_shareddefs.h"
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#include "KeyValues.h"
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#include "takedamageinfo.h"
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#include "tf_gamerules.h"
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#include "filesystem.h"
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#include "tf_matchmaking_shared.h"
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//-----------------------------------------------------------------------------
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// Teams.
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//-----------------------------------------------------------------------------
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const char *g_aTeamNames[TF_TEAM_COUNT] =
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{
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"Unassigned",
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"Spectator",
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"Red",
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"Blue"
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};
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color32 g_aTeamColors[TF_TEAM_COUNT] =
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{
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{ 0, 0, 0, 0 },
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{ 0, 0, 0, 0 },
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{ 255, 0, 0, 0 },
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{ 0, 0, 255, 0 }
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};
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//-----------------------------------------------------------------------------
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// Classes.
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//-----------------------------------------------------------------------------
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const char *g_aPlayerClassNames[TF_CLASS_MENU_BUTTONS] =
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{
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"#TF_Class_Name_Undefined",
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"#TF_Class_Name_Scout",
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"#TF_Class_Name_Sniper",
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"#TF_Class_Name_Soldier",
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"#TF_Class_Name_Demoman",
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"#TF_Class_Name_Medic",
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"#TF_Class_Name_HWGuy",
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"#TF_Class_Name_Pyro",
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"#TF_Class_Name_Spy",
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"#TF_Class_Name_Engineer",
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"#TF_Class_Name_Civilian",
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"",
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"#TF_Random"
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};
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const char *g_aPlayerClassNames_NonLocalized[TF_CLASS_MENU_BUTTONS] =
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{
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"Undefined",
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"Scout",
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"Sniper",
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"Soldier",
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"Demoman",
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"Medic",
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"Heavy",
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"Pyro",
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"Spy",
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"Engineer",
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"Civilian",
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"",
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"Random"
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};
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const char *g_aRawPlayerClassNamesShort[TF_CLASS_MENU_BUTTONS] =
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{
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"undefined",
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"scout",
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"sniper",
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"soldier",
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"demo", // short
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"medic",
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"heavy",// short
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"pyro",
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"spy",
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"engineer",
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"civilian",
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"",
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"random"
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};
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const char *g_aRawPlayerClassNames[TF_CLASS_MENU_BUTTONS] =
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{
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"undefined",
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"scout",
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"sniper",
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"soldier",
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"demoman",
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"medic",
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"heavyweapons",
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"pyro",
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"spy",
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"engineer",
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"civilian",
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"",
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"random"
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};
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const char g_szBotModels[][ MAX_PATH ] =
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{
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"", //TF_CLASS_UNDEFINED
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"models/bots/scout/bot_scout.mdl",
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"models/bots/sniper/bot_sniper.mdl",
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"models/bots/soldier/bot_soldier.mdl",
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"models/bots/demo/bot_demo.mdl",
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"models/bots/medic/bot_medic.mdl",
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"models/bots/heavy/bot_heavy.mdl",
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"models/bots/pyro/bot_pyro.mdl",
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"models/bots/spy/bot_spy.mdl",
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"models/bots/engineer/bot_engineer.mdl",
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};
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const char g_szPlayerRobotModels[][MAX_PATH] =
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{
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"", //TF_CLASS_UNDEFINED
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"models/bots/scout/bot_scout_human_anim.mdl",
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"models/bots/sniper/bot_sniper_human_anim.mdl",
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"models/bots/soldier/bot_soldier_human_anim.mdl",
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"models/bots/demo/bot_demo_human_anim.mdl",
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"models/bots/medic/bot_medic_human_anims.mdl",
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"models/bots/heavy/bot_heavy_human_anims.mdl",
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"models/bots/pyro/bot_pyro_human_anim.mdl",
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"models/bots/spy/bot_spy_human_anims.mdl",
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"models/bots/engineer/bot_engineer_human_anim.mdl",
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};
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const char g_szBotBossModels[][ MAX_PATH ] =
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{
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"", //TF_CLASS_UNDEFINED
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"models/bots/scout_boss/bot_scout_boss.mdl",
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"models/bots/sniper/bot_sniper.mdl",
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"models/bots/soldier_boss/bot_soldier_boss.mdl",
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"models/bots/demo_boss/bot_demo_boss.mdl",
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"models/bots/medic/bot_medic.mdl",
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"models/bots/heavy_boss/bot_heavy_boss.mdl",
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"models/bots/pyro_boss/bot_pyro_boss.mdl",
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"models/bots/spy/bot_spy.mdl",
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"models/bots/engineer/bot_engineer.mdl",
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};
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const char g_szBotBossSentryBusterModel[ MAX_PATH ] = "models/bots/demo/bot_sentry_buster.mdl";
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// Rome 2 promo models
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const char g_szRomePromoItems_Hat[][ MAX_PATH ] =
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{
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"", //TF_CLASS_UNDEFINED
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"tw_scoutbot_hat",
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"tw_sniperbot_helmet",
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"tw_soldierbot_helmet",
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"tw_demobot_helmet",
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"tw_medibot_hat",
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"tw_heavybot_helmet",
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"tw_pyrobot_helmet",
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"tw_spybot_hood",
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"tw_engineerbot_helmet",
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};
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const char g_szRomePromoItems_Misc[][ MAX_PATH ] =
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{
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"", //TF_CLASS_UNDEFINED
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"tw_scoutbot_armor",
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"tw_sniperbot_armor",
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"tw_soldierbot_armor",
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"tw_demobot_armor",
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"tw_medibot_chariot",
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"tw_heavybot_armor",
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"tw_pyrobot_armor",
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"tw_spybot_armor",
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"tw_engineerbot_armor",
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};
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const char *g_pszBreadModels[] =
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{
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"models/weapons/c_models/c_bread/c_bread_baguette.mdl", // Spy
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"models/weapons/c_models/c_bread/c_bread_burnt.mdl", // Pyro
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"models/weapons/c_models/c_bread/c_bread_cinnamon.mdl", // Demo?
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"models/weapons/c_models/c_bread/c_bread_cornbread.mdl", // Engineer
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"models/weapons/c_models/c_bread/c_bread_crumpet.mdl", // Sniper?
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"models/weapons/c_models/c_bread/c_bread_plainloaf.mdl", // Scout
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"models/weapons/c_models/c_bread/c_bread_pretzel.mdl", // Medic
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"models/weapons/c_models/c_bread/c_bread_ration.mdl", // Soldier
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"models/weapons/c_models/c_bread/c_bread_russianblack.mdl", // Heavy?
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};
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int GetClassIndexFromString( const char *pClassName, int nLastClassIndex/*=TF_LAST_NORMAL_CLASS*/ )
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{
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for ( int i = TF_FIRST_NORMAL_CLASS; i <= nLastClassIndex; ++i )
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{
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// compare first N characters to allow matching both "heavy" and "heavyweapons"
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int classnameLength = V_strlen( g_aPlayerClassNames_NonLocalized[i] );
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if ( V_strlen( pClassName ) < classnameLength )
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continue;
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if ( !V_strnicmp( g_aPlayerClassNames_NonLocalized[i], pClassName, classnameLength ) )
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{
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return i;
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}
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}
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return TF_CLASS_UNDEFINED;
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}
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int iRemapIndexToClass[TF_CLASS_MENU_BUTTONS] =
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{
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0,
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TF_CLASS_SCOUT,
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TF_CLASS_SOLDIER,
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TF_CLASS_PYRO,
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TF_CLASS_DEMOMAN,
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TF_CLASS_HEAVYWEAPONS,
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TF_CLASS_ENGINEER,
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TF_CLASS_MEDIC,
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TF_CLASS_SNIPER,
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TF_CLASS_SPY,
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0,
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0,
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TF_CLASS_RANDOM
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};
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int GetRemappedMenuIndexForClass( int iClass )
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{
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int iIndex = 0;
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for ( int i = 0 ; i < TF_CLASS_MENU_BUTTONS ; i++ )
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{
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if ( iRemapIndexToClass[i] == iClass )
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{
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iIndex = i;
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break;
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}
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}
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return iIndex;
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}
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ETFCond condition_to_attribute_translation[] =
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{
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TF_COND_BURNING, // 1 (1<<0)
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TF_COND_AIMING, // 2 (1<<1)
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TF_COND_ZOOMED, // 4 (1<<2)
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TF_COND_DISGUISING, // 8 (...)
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TF_COND_DISGUISED, // 16
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TF_COND_STEALTHED, // 32
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TF_COND_INVULNERABLE, // 64
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TF_COND_TELEPORTED, // 128
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TF_COND_TAUNTING, // 256
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TF_COND_INVULNERABLE_WEARINGOFF, // 512
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TF_COND_STEALTHED_BLINK, // 1024
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TF_COND_SELECTED_TO_TELEPORT, // 2048
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TF_COND_CRITBOOSTED, // 4096
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TF_COND_TMPDAMAGEBONUS, // 8192
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TF_COND_FEIGN_DEATH, // 16384
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TF_COND_PHASE, // 32768
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TF_COND_STUNNED, // 65536
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TF_COND_HEALTH_BUFF, // 131072
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TF_COND_HEALTH_OVERHEALED, // 262144
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TF_COND_URINE, // 524288
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TF_COND_ENERGY_BUFF, // 1048576
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TF_COND_LAST // sentinel value checked against when iterating
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};
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ETFCond g_aDebuffConditions[] =
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{
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TF_COND_BURNING,
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TF_COND_URINE,
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TF_COND_BLEEDING,
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TF_COND_MAD_MILK,
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TF_COND_LAST
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};
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bool ConditionExpiresFast( ETFCond eCond )
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{
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return eCond == TF_COND_BURNING
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|| eCond == TF_COND_URINE
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|| eCond == TF_COND_BLEEDING
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|| eCond == TF_COND_MAD_MILK;
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}
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static const char *g_aConditionNames[] =
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{
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"TF_COND_AIMING", // Sniper aiming, Heavy minigun.
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"TF_COND_ZOOMED",
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"TF_COND_DISGUISING",
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"TF_COND_DISGUISED",
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"TF_COND_STEALTHED", // Spy specific
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"TF_COND_INVULNERABLE",
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"TF_COND_TELEPORTED",
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"TF_COND_TAUNTING",
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"TF_COND_INVULNERABLE_WEARINGOFF",
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"TF_COND_STEALTHED_BLINK",
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"TF_COND_SELECTED_TO_TELEPORT",
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"TF_COND_CRITBOOSTED", // DO NOT RE-USE THIS -- THIS IS FOR KRITZKRIEG AND REVENGE CRITS ONLY
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"TF_COND_TMPDAMAGEBONUS",
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"TF_COND_FEIGN_DEATH",
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"TF_COND_PHASE",
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"TF_COND_STUNNED", // Any type of stun. Check iStunFlags for more info.
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"TF_COND_OFFENSEBUFF",
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"TF_COND_SHIELD_CHARGE",
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"TF_COND_DEMO_BUFF",
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"TF_COND_ENERGY_BUFF",
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"TF_COND_RADIUSHEAL",
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"TF_COND_HEALTH_BUFF",
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"TF_COND_BURNING",
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"TF_COND_HEALTH_OVERHEALED",
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"TF_COND_URINE",
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"TF_COND_BLEEDING",
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"TF_COND_DEFENSEBUFF", // 35% defense! No crit damage.
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"TF_COND_MAD_MILK",
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"TF_COND_MEGAHEAL",
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"TF_COND_REGENONDAMAGEBUFF",
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"TF_COND_MARKEDFORDEATH",
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"TF_COND_NOHEALINGDAMAGEBUFF",
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"TF_COND_SPEED_BOOST", // = 32
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"TF_COND_CRITBOOSTED_PUMPKIN", // Brandon hates bits
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"TF_COND_CRITBOOSTED_USER_BUFF",
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"TF_COND_CRITBOOSTED_DEMO_CHARGE",
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"TF_COND_SODAPOPPER_HYPE",
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"TF_COND_CRITBOOSTED_FIRST_BLOOD", // arena mode first blood
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"TF_COND_CRITBOOSTED_BONUS_TIME",
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"TF_COND_CRITBOOSTED_CTF_CAPTURE",
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"TF_COND_CRITBOOSTED_ON_KILL", // =40. KGB, etc.
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"TF_COND_CANNOT_SWITCH_FROM_MELEE",
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"TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK", // 35% defense! Still damaged by crits.
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"TF_COND_REPROGRAMMED", // Bots only
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"TF_COND_CRITBOOSTED_RAGE_BUFF",
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"TF_COND_DEFENSEBUFF_HIGH", // 75% defense! Still damaged by crits.
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"TF_COND_SNIPERCHARGE_RAGE_BUFF", // Sniper Rage - Charge time speed up
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"TF_COND_DISGUISE_WEARINGOFF", // Applied for half-second post-disguise
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"TF_COND_MARKEDFORDEATH_SILENT", // Sans sound
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"TF_COND_DISGUISED_AS_DISPENSER",
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"TF_COND_SAPPED", // =50. Bots only
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"TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED",
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"TF_COND_INVULNERABLE_USER_BUFF",
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"TF_COND_HALLOWEEN_BOMB_HEAD",
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"TF_COND_HALLOWEEN_THRILLER",
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"TF_COND_RADIUSHEAL_ON_DAMAGE",
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"TF_COND_CRITBOOSTED_CARD_EFFECT",
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"TF_COND_INVULNERABLE_CARD_EFFECT",
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"TF_COND_MEDIGUN_UBER_BULLET_RESIST",
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"TF_COND_MEDIGUN_UBER_BLAST_RESIST",
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"TF_COND_MEDIGUN_UBER_FIRE_RESIST", // =60
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"TF_COND_MEDIGUN_SMALL_BULLET_RESIST",
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"TF_COND_MEDIGUN_SMALL_BLAST_RESIST",
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"TF_COND_MEDIGUN_SMALL_FIRE_RESIST",
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"TF_COND_STEALTHED_USER_BUFF", // Any class can have this
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"TF_COND_MEDIGUN_DEBUFF",
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"TF_COND_STEALTHED_USER_BUFF_FADING",
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"TF_COND_BULLET_IMMUNE",
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"TF_COND_BLAST_IMMUNE",
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"TF_COND_FIRE_IMMUNE",
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"TF_COND_PREVENT_DEATH", // =70
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"TF_COND_MVM_BOT_STUN_RADIOWAVE", // Bots only
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"TF_COND_HALLOWEEN_SPEED_BOOST",
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"TF_COND_HALLOWEEN_QUICK_HEAL",
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"TF_COND_HALLOWEEN_GIANT",
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"TF_COND_HALLOWEEN_TINY",
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"TF_COND_HALLOWEEN_IN_HELL",
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"TF_COND_HALLOWEEN_GHOST_MODE", // =77
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"TF_COND_MINICRITBOOSTED_ON_KILL",
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"TF_COND_OBSCURED_SMOKE",
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"TF_COND_PARACHUTE_DEPLOYED", // =80
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"TF_COND_BLASTJUMPING",
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"TF_COND_HALLOWEEN_KART",
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"TF_COND_HALLOWEEN_KART_DASH",
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"TF_COND_BALLOON_HEAD", // =84 larger head, lower-gravity-feeling jumps
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"TF_COND_MELEE_ONLY", // =85 melee only
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"TF_COND_SWIMMING_CURSE", // player movement become swimming movement
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"TF_COND_FREEZE_INPUT", // freezes player input
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"TF_COND_HALLOWEEN_KART_CAGE", // attach cage model to player while in kart
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"TF_COND_DONOTUSE_0",
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"TF_COND_RUNE_STRENGTH",
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"TF_COND_RUNE_HASTE",
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"TF_COND_RUNE_REGEN",
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"TF_COND_RUNE_RESIST",
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"TF_COND_RUNE_VAMPIRE",
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"TF_COND_RUNE_REFLECT",
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"TF_COND_RUNE_PRECISION",
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"TF_COND_RUNE_AGILITY",
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"TF_COND_GRAPPLINGHOOK",
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"TF_COND_GRAPPLINGHOOK_SAFEFALL",
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"TF_COND_GRAPPLINGHOOK_LATCHED",
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"TF_COND_GRAPPLINGHOOK_BLEEDING",
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"TF_COND_AFTERBURN_IMMUNE",
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"TF_COND_RUNE_KNOCKOUT",
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"TF_COND_RUNE_IMBALANCE",
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"TF_COND_CRITBOOSTED_RUNE_TEMP",
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"TF_COND_PASSTIME_INTERCEPTION",
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"TF_COND_SWIMMING_NO_EFFECTS", // =107_DNOC_FT
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"TF_COND_PURGATORY",
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"TF_COND_RUNE_KING",
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"TF_COND_RUNE_PLAGUE",
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"TF_COND_RUNE_SUPERNOVA",
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"TF_COND_PLAGUE",
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"TF_COND_KING_BUFFED",
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"TF_COND_TEAM_GLOWS", // used to show team glows to living players
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"TF_COND_KNOCKED_INTO_AIR",
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"TF_COND_COMPETITIVE_WINNER",
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"TF_COND_COMPETITIVE_LOSER",
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"TF_COND_HEALING_DEBUFF",
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"TF_COND_PASSTIME_PENALTY_DEBUFF",
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"TF_COND_GRAPPLED_TO_PLAYER",
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"TF_COND_GRAPPLED_BY_PLAYER",
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//
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// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
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//
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// ******** Keep this block last! ********
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// Keep experimental conditions below and graduate out of it before shipping
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#ifdef STAGING_ONLY
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"TF_COND_NO_COMBAT_SPEED_BOOST", // STAGING_ENGY
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"TF_COND_TRANQ_SPY_BOOST", // STAGING_SPY
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"TF_COND_TRANQ_MARKED",
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// "TF_COND_SPACE_GRAVITY",
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// "TF_COND_SELF_CONC",
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"TF_COND_ROCKETPACK",
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"TF_COND_STEALTHED_PHASE",
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"TF_COND_CLIP_OVERLOAD",
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"TF_COND_SPY_CLASS_STEAL",
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#endif // STAGING_ONLY
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};
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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;
|
|
}
|