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//========= 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 "cs_shareddefs.h"
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const float CS_PLAYER_SPEED_RUN = 260.0f;
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const float CS_PLAYER_SPEED_VIP = 227.0f;
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const float CS_PLAYER_SPEED_WALK = 100.0f;
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const float CS_PLAYER_SPEED_SHIELD = 160.0f;
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const float CS_PLAYER_SPEED_STOPPED = 1.0f;
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const float CS_PLAYER_SPEED_OBSERVER = 900.0f;
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const float CS_PLAYER_SPEED_DUCK_MODIFIER = 0.34f;
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const float CS_PLAYER_SPEED_WALK_MODIFIER = 0.52f;
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const float CS_PLAYER_SPEED_CLIMB_MODIFIER = 0.34f;
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CCSClassInfo g_ClassInfos[] =
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{
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{ "None" },
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{ "Phoenix Connection" },
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{ "L337 KREW" },
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{ "Arctic Avengers" },
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{ "Guerilla Warfare" },
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{ "Seal Team 6" },
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{ "GSG-9" },
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{ "SAS" },
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{ "GIGN" }
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};
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const CCSClassInfo* GetCSClassInfo( int i )
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{
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Assert( i >= 0 && i < ARRAYSIZE( g_ClassInfos ) );
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return &g_ClassInfos[i];
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}
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const char *pszWinPanelCategoryHeaders[] =
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{
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"",
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"#winpanel_topdamage",
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"#winpanel_topheadshots",
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"#winpanel_kills"
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};
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// Construct some arrays of player model strings, so we can statically initialize CUtlVectors for general usage
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const char *CTPlayerModelStrings[] =
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{
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"models/player/ct_urban.mdl",
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"models/player/ct_gsg9.mdl",
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"models/player/ct_sas.mdl",
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"models/player/ct_gign.mdl",
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};
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const char *TerroristPlayerModelStrings[] =
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{
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"models/player/t_phoenix.mdl",
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"models/player/t_leet.mdl",
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"models/player/t_arctic.mdl",
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"models/player/t_guerilla.mdl",
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};
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CUtlVectorInitialized< const char * > CTPlayerModels( CTPlayerModelStrings, ARRAYSIZE( CTPlayerModelStrings ) );
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CUtlVectorInitialized< const char * > TerroristPlayerModels( TerroristPlayerModelStrings, ARRAYSIZE( TerroristPlayerModelStrings ) );
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