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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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#ifndef TFITEMCONSTANTS_H // ECON_ITEM_CONSTANTS_H is used by src/common/econ_item_view.h
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#define TFITEMCONSTANTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Weapon Types
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//-----------------------------------------------------------------------------
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enum
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{
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TF_WPN_TYPE_PRIMARY = 0,
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TF_WPN_TYPE_SECONDARY,
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TF_WPN_TYPE_MELEE,
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TF_WPN_TYPE_GRENADE,
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TF_WPN_TYPE_BUILDING,
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TF_WPN_TYPE_PDA,
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TF_WPN_TYPE_ITEM1,
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TF_WPN_TYPE_ITEM2,
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TF_WPN_TYPE_HEAD,
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TF_WPN_TYPE_MISC,
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TF_WPN_TYPE_MELEE_ALLCLASS,
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TF_WPN_TYPE_SECONDARY2,
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TF_WPN_TYPE_PRIMARY2,
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//
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// ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS
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//
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TF_WPN_TYPE_COUNT,
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};
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//-----------------------------------------------------------------------------
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// Purpose: Slots for items within loadouts
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//-----------------------------------------------------------------------------
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enum loadout_positions_t
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{
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LOADOUT_POSITION_INVALID = -1,
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// Weapons & Equipment
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LOADOUT_POSITION_PRIMARY = 0,
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LOADOUT_POSITION_SECONDARY,
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LOADOUT_POSITION_MELEE,
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LOADOUT_POSITION_UTILITY,
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LOADOUT_POSITION_BUILDING,
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LOADOUT_POSITION_PDA,
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LOADOUT_POSITION_PDA2,
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// Wearables. If you add new wearable slots, make sure you add them to IsWearableSlot() below this.
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LOADOUT_POSITION_HEAD,
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LOADOUT_POSITION_MISC,
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// other
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LOADOUT_POSITION_ACTION,
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// More wearables, yay!
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LOADOUT_POSITION_MISC2,
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// taunts
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LOADOUT_POSITION_TAUNT,
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LOADOUT_POSITION_TAUNT2,
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LOADOUT_POSITION_TAUNT3,
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LOADOUT_POSITION_TAUNT4,
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LOADOUT_POSITION_TAUNT5,
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LOADOUT_POSITION_TAUNT6,
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LOADOUT_POSITION_TAUNT7,
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LOADOUT_POSITION_TAUNT8,
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#ifdef STAGING_ONLY
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// Extra PDA mod slots
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LOADOUT_POSITION_PDA_ADDON1,
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LOADOUT_POSITION_PDA_ADDON2,
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LOADOUT_POSITION_PDA3,
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//LOADOUT_POSITION_MISC3,
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//LOADOUT_POSITION_MISC4,
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//LOADOUT_POSITION_MISC5,
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//LOADOUT_POSITION_MISC6,
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//LOADOUT_POSITION_MISC7,
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//LOADOUT_POSITION_MISC8,
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//LOADOUT_POSITION_MISC9,
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//LOADOUT_POSITION_MISC10,
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LOADOUT_POSITION_BUILDING2,
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#endif // STAGING_ONLY
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CLASS_LOADOUT_POSITION_COUNT,
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};
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enum account_loadout_positions_t
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{
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ACCOUNT_LOADOUT_POSITION_ACCOUNT1,
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ACCOUNT_LOADOUT_POSITION_ACCOUNT2,
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ACCOUNT_LOADOUT_POSITION_ACCOUNT3,
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ACCOUNT_LOADOUT_POSITION_COUNT,
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};
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// We use this to determine the maximum number of wearable instances we'll send from the server down to
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// connected clients. This was previously hardcoded to be 8 and because of the way RecvPropUtlVector works
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// we can't easily change this without doing some kludgy work and breaking network/demo compatibility. In
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// the shorter term, we'll break compatibility in staging where no-one cares but leave public unchanged.
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#ifdef STAGING_ONLY
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#define LOADOUT_MAX_WEARABLES_COUNT ( CLASS_LOADOUT_POSITION_COUNT )
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#else
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#define LOADOUT_MAX_WEARABLES_COUNT ( 8 /* !!! -- LOADOUT_POSITION_COUNT - 3 */ )
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#endif
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inline bool IsMiscSlot( int iSlot )
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{
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return iSlot == LOADOUT_POSITION_MISC
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|| iSlot == LOADOUT_POSITION_MISC2
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|| iSlot == LOADOUT_POSITION_HEAD
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#ifdef STAGING_ONLY
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//|| iSlot == LOADOUT_POSITION_MISC3
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//|| iSlot == LOADOUT_POSITION_MISC4
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//|| iSlot == LOADOUT_POSITION_MISC5
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//|| iSlot == LOADOUT_POSITION_MISC6
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//|| iSlot == LOADOUT_POSITION_MISC7
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//|| iSlot == LOADOUT_POSITION_MISC8
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//|| iSlot == LOADOUT_POSITION_MISC9
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//|| iSlot == LOADOUT_POSITION_MISC10
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#endif // STAGING_ONLY
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;
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}
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inline bool IsBuildingSlot( int iSlot )
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{
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return iSlot == LOADOUT_POSITION_BUILDING
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#ifdef STAGING_ONLY
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|| iSlot == LOADOUT_POSITION_BUILDING2
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#endif // STAGING_ONLY
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;
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}
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inline bool IsTauntSlot( int iSlot )
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{
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return iSlot == LOADOUT_POSITION_TAUNT
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|| iSlot == LOADOUT_POSITION_TAUNT2
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|| iSlot == LOADOUT_POSITION_TAUNT3
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|| iSlot == LOADOUT_POSITION_TAUNT4
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|| iSlot == LOADOUT_POSITION_TAUNT5
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|| iSlot == LOADOUT_POSITION_TAUNT6
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|| iSlot == LOADOUT_POSITION_TAUNT7
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|| iSlot == LOADOUT_POSITION_TAUNT8;
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}
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inline bool IsWearableSlot( int iSlot )
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{
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return iSlot == LOADOUT_POSITION_HEAD
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|| iSlot == LOADOUT_POSITION_MISC
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|| iSlot == LOADOUT_POSITION_ACTION
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|| IsMiscSlot( iSlot )
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|| IsTauntSlot( iSlot );
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}
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inline bool IsQuestSlot( int iSlot )
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{
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return iSlot == ACCOUNT_LOADOUT_POSITION_ACCOUNT1
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|| iSlot == ACCOUNT_LOADOUT_POSITION_ACCOUNT2
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|| iSlot == ACCOUNT_LOADOUT_POSITION_ACCOUNT3;
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}
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inline bool IsValidItemSlot( int iSlot )
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{
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return iSlot > LOADOUT_POSITION_INVALID && iSlot < CLASS_LOADOUT_POSITION_COUNT;
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}
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inline bool IsValidPickupWeaponSlot( int iSlot )
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{
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return iSlot == LOADOUT_POSITION_PRIMARY
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|| iSlot == LOADOUT_POSITION_SECONDARY
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|| iSlot == LOADOUT_POSITION_MELEE;
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}
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// The total number of loadouts to track for each player.
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// Right now, hardcoded to match TF's 10 classes.
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#define LOADOUT_COUNT (10+1) // 0th class is undefined
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// Halloween! (Shared by GC and game client.)
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enum EHalloweenMap
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{
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kHalloweenMap_MannManor,
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kHalloweenMap_Viaduct,
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kHalloweenMap_Lakeside,
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kHalloweenMap_Hightower,
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kHalloweenMapCount
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};
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enum EHalloweenGiftSpawnMetaInfo
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{
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kHalloweenGiftMeta_IsUnderworldOnViaduct_DEPRECATED = 0x01,
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};
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#endif // TFITEMCONSTANTS_H
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