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1881 lines
114 KiB
C++
1881 lines
114 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The Half-Life 2 game rules, such as the relationship tables and ammo
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// damage cvars.
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//
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//=============================================================================
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#include "cbase.h"
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#include "hl2_gamerules.h"
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#include "ammodef.h"
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#include "hl2_shareddefs.h"
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#ifdef CLIENT_DLL
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#else
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#include "player.h"
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#include "game.h"
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#include "gamerules.h"
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#include "teamplay_gamerules.h"
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#include "hl2_player.h"
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#include "voice_gamemgr.h"
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#include "globalstate.h"
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#include "ai_basenpc.h"
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#include "weapon_physcannon.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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REGISTER_GAMERULES_CLASS( CHalfLife2 );
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BEGIN_NETWORK_TABLE_NOBASE( CHalfLife2, DT_HL2GameRules )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_bMegaPhysgun ) ),
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#else
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SendPropBool( SENDINFO( m_bMegaPhysgun ) ),
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#endif
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( hl2_gamerules, CHalfLife2Proxy );
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IMPLEMENT_NETWORKCLASS_ALIASED( HalfLife2Proxy, DT_HalfLife2Proxy )
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#ifdef CLIENT_DLL
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void RecvProxy_HL2GameRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
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{
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CHalfLife2 *pRules = HL2GameRules();
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Assert( pRules );
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*pOut = pRules;
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}
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BEGIN_RECV_TABLE( CHalfLife2Proxy, DT_HalfLife2Proxy )
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RecvPropDataTable( "hl2_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_HL2GameRules ), RecvProxy_HL2GameRules )
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END_RECV_TABLE()
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#else
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void* SendProxy_HL2GameRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
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{
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CHalfLife2 *pRules = HL2GameRules();
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Assert( pRules );
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pRecipients->SetAllRecipients();
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return pRules;
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}
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BEGIN_SEND_TABLE( CHalfLife2Proxy, DT_HalfLife2Proxy )
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SendPropDataTable( "hl2_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_HL2GameRules ), SendProxy_HL2GameRules )
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END_SEND_TABLE()
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#endif
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ConVar physcannon_mega_enabled( "physcannon_mega_enabled", "0", FCVAR_CHEAT | FCVAR_REPLICATED );
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// Controls the application of the robus radius damage model.
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ConVar sv_robust_explosions( "sv_robust_explosions","1", FCVAR_REPLICATED );
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// Damage scale for damage inflicted by the player on each skill level.
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ConVar sk_dmg_inflict_scale1( "sk_dmg_inflict_scale1", "1.50", FCVAR_REPLICATED );
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ConVar sk_dmg_inflict_scale2( "sk_dmg_inflict_scale2", "1.00", FCVAR_REPLICATED );
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ConVar sk_dmg_inflict_scale3( "sk_dmg_inflict_scale3", "0.75", FCVAR_REPLICATED );
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// Damage scale for damage taken by the player on each skill level.
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ConVar sk_dmg_take_scale1( "sk_dmg_take_scale1", "0.50", FCVAR_REPLICATED );
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ConVar sk_dmg_take_scale2( "sk_dmg_take_scale2", "1.00", FCVAR_REPLICATED );
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#ifdef HL2_EPISODIC
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ConVar sk_dmg_take_scale3( "sk_dmg_take_scale3", "2.0", FCVAR_REPLICATED );
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#else
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ConVar sk_dmg_take_scale3( "sk_dmg_take_scale3", "1.50", FCVAR_REPLICATED );
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#endif//HL2_EPISODIC
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ConVar sk_allow_autoaim( "sk_allow_autoaim", "1", FCVAR_REPLICATED | FCVAR_ARCHIVE_XBOX );
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// Autoaim scale
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ConVar sk_autoaim_scale1( "sk_autoaim_scale1", "1.0", FCVAR_REPLICATED );
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ConVar sk_autoaim_scale2( "sk_autoaim_scale2", "1.0", FCVAR_REPLICATED );
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//ConVar sk_autoaim_scale3( "sk_autoaim_scale3", "0.0", FCVAR_REPLICATED ); NOT CURRENTLY OFFERED ON SKILL 3
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// Quantity scale for ammo received by the player.
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ConVar sk_ammo_qty_scale1 ( "sk_ammo_qty_scale1", "1.20", FCVAR_REPLICATED );
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ConVar sk_ammo_qty_scale2 ( "sk_ammo_qty_scale2", "1.00", FCVAR_REPLICATED );
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ConVar sk_ammo_qty_scale3 ( "sk_ammo_qty_scale3", "0.60", FCVAR_REPLICATED );
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ConVar sk_plr_health_drop_time ( "sk_plr_health_drop_time", "30", FCVAR_REPLICATED );
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ConVar sk_plr_grenade_drop_time ( "sk_plr_grenade_drop_time", "30", FCVAR_REPLICATED );
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ConVar sk_plr_dmg_ar2 ( "sk_plr_dmg_ar2","0", FCVAR_REPLICATED );
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ConVar sk_npc_dmg_ar2 ( "sk_npc_dmg_ar2","0", FCVAR_REPLICATED);
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ConVar sk_max_ar2 ( "sk_max_ar2","0", FCVAR_REPLICATED);
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ConVar sk_max_ar2_altfire ( "sk_max_ar2_altfire","0", FCVAR_REPLICATED);
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ConVar sk_plr_dmg_alyxgun ( "sk_plr_dmg_alyxgun","0", FCVAR_REPLICATED );
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ConVar sk_npc_dmg_alyxgun ( "sk_npc_dmg_alyxgun","0", FCVAR_REPLICATED);
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ConVar sk_max_alyxgun ( "sk_max_alyxgun","0", FCVAR_REPLICATED);
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ConVar sk_plr_dmg_pistol ( "sk_plr_dmg_pistol","0", FCVAR_REPLICATED );
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ConVar sk_npc_dmg_pistol ( "sk_npc_dmg_pistol","0", FCVAR_REPLICATED);
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ConVar sk_max_pistol ( "sk_max_pistol","0", FCVAR_REPLICATED);
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ConVar sk_plr_dmg_smg1 ( "sk_plr_dmg_smg1","0", FCVAR_REPLICATED );
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ConVar sk_npc_dmg_smg1 ( "sk_npc_dmg_smg1","0", FCVAR_REPLICATED);
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ConVar sk_max_smg1 ( "sk_max_smg1","0", FCVAR_REPLICATED);
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// FIXME: remove these
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//ConVar sk_plr_dmg_flare_round ( "sk_plr_dmg_flare_round","0", FCVAR_REPLICATED);
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//ConVar sk_npc_dmg_flare_round ( "sk_npc_dmg_flare_round","0", FCVAR_REPLICATED);
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//ConVar sk_max_flare_round ( "sk_max_flare_round","0", FCVAR_REPLICATED);
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ConVar sk_plr_dmg_buckshot ( "sk_plr_dmg_buckshot","0", FCVAR_REPLICATED);
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ConVar sk_npc_dmg_buckshot ( "sk_npc_dmg_buckshot","0", FCVAR_REPLICATED);
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ConVar sk_max_buckshot ( "sk_max_buckshot","0", FCVAR_REPLICATED);
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ConVar sk_plr_num_shotgun_pellets( "sk_plr_num_shotgun_pellets","7", FCVAR_REPLICATED);
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ConVar sk_plr_dmg_rpg_round ( "sk_plr_dmg_rpg_round","0", FCVAR_REPLICATED);
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ConVar sk_npc_dmg_rpg_round ( "sk_npc_dmg_rpg_round","0", FCVAR_REPLICATED);
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ConVar sk_max_rpg_round ( "sk_max_rpg_round","0", FCVAR_REPLICATED);
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ConVar sk_plr_dmg_sniper_round ( "sk_plr_dmg_sniper_round","0", FCVAR_REPLICATED);
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ConVar sk_npc_dmg_sniper_round ( "sk_npc_dmg_sniper_round","0", FCVAR_REPLICATED);
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ConVar sk_max_sniper_round ( "sk_max_sniper_round","0", FCVAR_REPLICATED);
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//ConVar sk_max_slam ( "sk_max_slam","0", FCVAR_REPLICATED);
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//ConVar sk_max_tripwire ( "sk_max_tripwire","0", FCVAR_REPLICATED);
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//ConVar sk_plr_dmg_molotov ( "sk_plr_dmg_molotov","0", FCVAR_REPLICATED);
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//ConVar sk_npc_dmg_molotov ( "sk_npc_dmg_molotov","0", FCVAR_REPLICATED);
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//ConVar sk_max_molotov ( "sk_max_molotov","0", FCVAR_REPLICATED);
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ConVar sk_plr_dmg_grenade ( "sk_plr_dmg_grenade","0", FCVAR_REPLICATED);
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ConVar sk_npc_dmg_grenade ( "sk_npc_dmg_grenade","0", FCVAR_REPLICATED);
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ConVar sk_max_grenade ( "sk_max_grenade","0", FCVAR_REPLICATED);
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#ifdef HL2_EPISODIC
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ConVar sk_max_hopwire ( "sk_max_hopwire", "3", FCVAR_REPLICATED);
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ConVar sk_max_striderbuster ( "sk_max_striderbuster", "3", FCVAR_REPLICATED);
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#endif
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//ConVar sk_plr_dmg_brickbat ( "sk_plr_dmg_brickbat","0", FCVAR_REPLICATED);
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//ConVar sk_npc_dmg_brickbat ( "sk_npc_dmg_brickbat","0", FCVAR_REPLICATED);
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//ConVar sk_max_brickbat ( "sk_max_brickbat","0", FCVAR_REPLICATED);
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ConVar sk_plr_dmg_smg1_grenade ( "sk_plr_dmg_smg1_grenade","0", FCVAR_REPLICATED);
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ConVar sk_npc_dmg_smg1_grenade ( "sk_npc_dmg_smg1_grenade","0", FCVAR_REPLICATED);
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ConVar sk_max_smg1_grenade ( "sk_max_smg1_grenade","0", FCVAR_REPLICATED );
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ConVar sk_plr_dmg_357 ( "sk_plr_dmg_357", "0", FCVAR_REPLICATED );
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ConVar sk_npc_dmg_357 ( "sk_npc_dmg_357", "0", FCVAR_REPLICATED );
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ConVar sk_max_357 ( "sk_max_357", "0", FCVAR_REPLICATED );
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ConVar sk_plr_dmg_crossbow ( "sk_plr_dmg_crossbow", "0", FCVAR_REPLICATED );
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ConVar sk_npc_dmg_crossbow ( "sk_npc_dmg_crossbow", "0", FCVAR_REPLICATED );
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ConVar sk_max_crossbow ( "sk_max_crossbow", "0", FCVAR_REPLICATED );
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ConVar sk_dmg_sniper_penetrate_plr( "sk_dmg_sniper_penetrate_plr","0", FCVAR_REPLICATED);
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ConVar sk_dmg_sniper_penetrate_npc( "sk_dmg_sniper_penetrate_npc","0", FCVAR_REPLICATED);
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ConVar sk_plr_dmg_airboat ( "sk_plr_dmg_airboat", "0", FCVAR_REPLICATED );
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ConVar sk_npc_dmg_airboat ( "sk_npc_dmg_airboat", "0", FCVAR_REPLICATED );
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ConVar sk_max_gauss_round ( "sk_max_gauss_round", "0", FCVAR_REPLICATED );
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// Gunship & Dropship cannons
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ConVar sk_npc_dmg_gunship ( "sk_npc_dmg_gunship", "0", FCVAR_REPLICATED );
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ConVar sk_npc_dmg_gunship_to_plr ( "sk_npc_dmg_gunship_to_plr", "0", FCVAR_REPLICATED );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : iDmgType -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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int CHalfLife2::Damage_GetTimeBased( void )
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{
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#ifdef HL2_EPISODIC
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int iDamage = ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN );
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return iDamage;
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#else
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return BaseClass::Damage_GetTimeBased();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : iDmgType -
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// Output : bool
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//-----------------------------------------------------------------------------
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bool CHalfLife2::Damage_IsTimeBased( int iDmgType )
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{
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// Damage types that are time-based.
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#ifdef HL2_EPISODIC
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// This makes me think EP2 should have its own rules, but they are #ifdef all over in here.
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return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) ) != 0 );
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#else
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return BaseClass::Damage_IsTimeBased( iDmgType );
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#endif
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}
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#ifdef CLIENT_DLL
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#else
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#ifdef HL2_EPISODIC
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ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REPLICATED );
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#endif // HL2_EPISODIC
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#endif // CLIENT_DLL
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#ifdef CLIENT_DLL //{
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#else //}{
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extern bool g_fGameOver;
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#if !(defined( HL2MP ) || defined( PORTAL_MP ))
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class CVoiceGameMgrHelper : public IVoiceGameMgrHelper
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{
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public:
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virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker, bool &bProximity )
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{
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return true;
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}
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};
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CVoiceGameMgrHelper g_VoiceGameMgrHelper;
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IVoiceGameMgrHelper *g_pVoiceGameMgrHelper = &g_VoiceGameMgrHelper;
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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CHalfLife2::CHalfLife2()
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{
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m_bMegaPhysgun = false;
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m_flLastHealthDropTime = 0.0f;
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m_flLastGrenadeDropTime = 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: called each time a player uses a "cmd" command
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// Input : *pEdict - the player who issued the command
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// Use engine.Cmd_Argv, engine.Cmd_Argv, and engine.Cmd_Argc to get
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// pointers the character string command.
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//-----------------------------------------------------------------------------
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bool CHalfLife2::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
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{
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if( BaseClass::ClientCommand( pEdict, args ) )
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return true;
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CHL2_Player *pPlayer = (CHL2_Player *) pEdict;
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if ( pPlayer->ClientCommand( args ) )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Player has just spawned. Equip them.
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//-----------------------------------------------------------------------------
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void CHalfLife2::PlayerSpawn( CBasePlayer *pPlayer )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: MULTIPLAYER BODY QUE HANDLING
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//-----------------------------------------------------------------------------
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class CCorpse : public CBaseAnimating
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{
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public:
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DECLARE_CLASS( CCorpse, CBaseAnimating );
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DECLARE_SERVERCLASS();
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virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
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public:
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CNetworkVar( int, m_nReferencePlayer );
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};
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IMPLEMENT_SERVERCLASS_ST(CCorpse, DT_Corpse)
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SendPropInt( SENDINFO(m_nReferencePlayer), 10, SPROP_UNSIGNED )
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( bodyque, CCorpse );
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CCorpse *g_pBodyQueueHead;
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void InitBodyQue(void)
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{
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CCorpse *pEntity = ( CCorpse * )CreateEntityByName( "bodyque" );
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pEntity->AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES );
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g_pBodyQueueHead = pEntity;
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CCorpse *p = g_pBodyQueueHead;
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// Reserve 3 more slots for dead bodies
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for ( int i = 0; i < 3; i++ )
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{
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CCorpse *next = ( CCorpse * )CreateEntityByName( "bodyque" );
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next->AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES );
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p->SetOwnerEntity( next );
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p = next;
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}
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p->SetOwnerEntity( g_pBodyQueueHead );
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}
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//-----------------------------------------------------------------------------
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// Purpose: make a body que entry for the given ent so the ent can be respawned elsewhere
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// GLOBALS ASSUMED SET: g_eoBodyQueueHead
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//-----------------------------------------------------------------------------
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void CopyToBodyQue( CBaseAnimating *pCorpse )
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{
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if ( pCorpse->IsEffectActive( EF_NODRAW ) )
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return;
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CCorpse *pHead = g_pBodyQueueHead;
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pHead->CopyAnimationDataFrom( pCorpse );
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pHead->SetMoveType( MOVETYPE_FLYGRAVITY );
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pHead->SetAbsVelocity( pCorpse->GetAbsVelocity() );
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pHead->ClearFlags();
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pHead->m_nReferencePlayer = ENTINDEX( pCorpse );
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pHead->SetLocalAngles( pCorpse->GetAbsAngles() );
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UTIL_SetOrigin(pHead, pCorpse->GetAbsOrigin());
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UTIL_SetSize(pHead, pCorpse->WorldAlignMins(), pCorpse->WorldAlignMaxs());
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g_pBodyQueueHead = (CCorpse *)pHead->GetOwnerEntity();
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}
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//------------------------------------------------------------------------------
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// Purpose : Initialize all default class relationships
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CHalfLife2::InitDefaultAIRelationships( void )
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{
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int i, j;
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// Allocate memory for default relationships
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CBaseCombatCharacter::AllocateDefaultRelationships();
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// --------------------------------------------------------------
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// First initialize table so we can report missing relationships
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// --------------------------------------------------------------
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for (i=0;i<NUM_AI_CLASSES;i++)
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{
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for (j=0;j<NUM_AI_CLASSES;j++)
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{
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// By default all relationships are neutral of priority zero
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CBaseCombatCharacter::SetDefaultRelationship( (Class_T)i, (Class_T)j, D_NU, 0 );
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}
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}
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// ------------------------------------------------------------
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// > CLASS_ANTLION
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// ------------------------------------------------------------
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_NONE, D_NU, 0);
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER, D_HT, 0);
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BARNACLE, D_NU, 0);
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BULLSEYE, D_NU, 0);
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//CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BULLSQUID, D_HT, 0);
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CITIZEN_PASSIVE, D_HT, 0);
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CITIZEN_REBEL, D_HT, 0);
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE, D_HT, 0);
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE_GUNSHIP, D_NU, 0);
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CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE_HUNTER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MANHACK, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_METROPOLICE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MILITARY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_SCANNER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_STALKER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PROTOSNIPER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_ANTLION, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_BARNACLE
|
|
//
|
|
// In this case, the relationship D_HT indicates which characters
|
|
// the barnacle will try to eat.
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BARNACLE, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BULLSQUID, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CITIZEN_PASSIVE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE_HUNTER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MANHACK, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_METROPOLICE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MILITARY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_STALKER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_EARTH_FAUNA, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_BULLSEYE
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_ANTLION, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BULLSQUID, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CITIZEN_REBEL, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE_HUNTER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CONSCRIPT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HEADCRAB, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HOUNDEYE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_METROPOLICE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MILITARY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_VORTIGAUNT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_ZOMBIE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER_ALLY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HACKED_ROLLERMINE,D_NU, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_BULLSQUID
|
|
// ------------------------------------------------------------
|
|
/*
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_BARNACLE, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_BULLSEYE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_BULLSQUID, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_CITIZEN_PASSIVE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_COMBINE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_COMBINE_HUNTER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_HEADCRAB, D_HT, 1);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_HOUNDEYE, D_HT, 1);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_MANHACK, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_METROPOLICE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_MILITARY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_STALKER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
*/
|
|
// ------------------------------------------------------------
|
|
// > CLASS_CITIZEN_PASSIVE
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BARNACLE, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BULLSQUID, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_REBEL, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE_HUNTER, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CONSCRIPT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HEADCRAB, D_FR, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HOUNDEYE, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MANHACK, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_METROPOLICE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MILITARY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MISSILE, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_VORTIGAUNT, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_ZOMBIE, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER_ALLY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HACKED_ROLLERMINE,D_NU, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_CITIZEN_REBEL
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BARNACLE, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BULLSQUID, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CITIZEN_REBEL, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE_HUNTER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CONSCRIPT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MANHACK, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_METROPOLICE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MILITARY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MISSILE, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_SCANNER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_STALKER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_VORTIGAUNT, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER_ALLY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HACKED_ROLLERMINE,D_NU, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_COMBINE
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BARNACLE, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE_GUNSHIP, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE_HUNTER, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_METROPOLICE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MILITARY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_COMBINE_GUNSHIP
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE_GUNSHIP, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE_HUNTER, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HEADCRAB, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_METROPOLICE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MILITARY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MISSILE, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_COMBINE_HUNTER
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_CITIZEN_PASSIVE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_COMBINE, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_COMBINE_GUNSHIP, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_COMBINE_HUNTER, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_METROPOLICE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_MILITARY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_CONSCRIPT
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BARNACLE, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CITIZEN_REBEL, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE_HUNTER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CONSCRIPT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MANHACK, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_METROPOLICE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MILITARY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_SCANNER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_STALKER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_VORTIGAUNT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER_ALLY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HACKED_ROLLERMINE,D_NU, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_FLARE
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_ANTLION, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BULLSQUID, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CITIZEN_REBEL, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE_HUNTER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CONSCRIPT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HEADCRAB, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HOUNDEYE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_METROPOLICE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MILITARY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_VORTIGAUNT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_ZOMBIE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER_ALLY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HACKED_ROLLERMINE,D_NU, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_HEADCRAB
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BULLSQUID, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CITIZEN_PASSIVE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE_HUNTER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HEADCRAB, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HOUNDEYE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_METROPOLICE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MILITARY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_ZOMBIE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HACKED_ROLLERMINE,D_FR, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_HOUNDEYE
|
|
// ------------------------------------------------------------
|
|
/*
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BULLSQUID, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_CITIZEN_PASSIVE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_COMBINE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_COMBINE_HUNTER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_HEADCRAB, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_HOUNDEYE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_METROPOLICE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_MILITARY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_ZOMBIE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
*/
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_MANHACK
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CITIZEN_PASSIVE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE_HUNTER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HEADCRAB, D_HT,-1);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HOUNDEYE, D_HT,-1);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_METROPOLICE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MILITARY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_METROPOLICE
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE_HUNTER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_METROPOLICE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MILITARY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_MILITARY
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE_HUNTER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_METROPOLICE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MILITARY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_MISSILE
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE_HUNTER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_METROPOLICE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MILITARY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_NONE
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_ANTLION, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BULLSQUID, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CITIZEN_REBEL, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE_HUNTER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CONSCRIPT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HEADCRAB, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HOUNDEYE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_METROPOLICE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_MILITARY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_VORTIGAUNT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_ZOMBIE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER_ALLY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HACKED_ROLLERMINE,D_NU, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_PLAYER
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BARNACLE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BULLSEYE, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CITIZEN_PASSIVE, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CITIZEN_REBEL, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE_GUNSHIP, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE_HUNTER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CONSCRIPT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MANHACK, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_METROPOLICE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MILITARY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_SCANNER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_STALKER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_VORTIGAUNT, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PROTOSNIPER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER_ALLY, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HACKED_ROLLERMINE,D_LI, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_PLAYER_ALLY
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BARNACLE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CITIZEN_REBEL, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE_HUNTER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CONSCRIPT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HEADCRAB, D_FR, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MANHACK, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_METROPOLICE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MILITARY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_SCANNER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_STALKER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_VORTIGAUNT, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_ZOMBIE, D_FR, 1);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PROTOSNIPER, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HACKED_ROLLERMINE,D_LI, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_PLAYER_ALLY_VITAL
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BARNACLE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CITIZEN_REBEL, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE_HUNTER, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CONSCRIPT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MANHACK, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_METROPOLICE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MILITARY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_SCANNER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_STALKER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_VORTIGAUNT, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PROTOSNIPER, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER_ALLY, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HACKED_ROLLERMINE,D_LI, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_SCANNER
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BULLSQUID, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE_GUNSHIP, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE_HUNTER, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HEADCRAB, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HOUNDEYE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MANHACK, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_METROPOLICE, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MILITARY, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_SCANNER, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_STALKER, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_ZOMBIE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PROTOSNIPER, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_STALKER
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE_HUNTER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HEADCRAB, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HOUNDEYE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_METROPOLICE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MILITARY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_ZOMBIE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_VORTIGAUNT
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BARNACLE, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CITIZEN_PASSIVE, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CITIZEN_REBEL, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE_HUNTER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CONSCRIPT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MANHACK, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_METROPOLICE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MILITARY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_SCANNER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_STALKER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_VORTIGAUNT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER_ALLY, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HACKED_ROLLERMINE,D_LI, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_ZOMBIE
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BULLSQUID, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CITIZEN_PASSIVE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE_HUNTER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HEADCRAB, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HOUNDEYE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MANHACK, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_METROPOLICE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MILITARY, D_FR, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_ZOMBIE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_PROTOSNIPER
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BULLSQUID, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CITIZEN_PASSIVE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE_HUNTER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HOUNDEYE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_METROPOLICE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MILITARY, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MISSILE, D_NU, 5);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_STALKER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_EARTH_FAUNA
|
|
//
|
|
// Hates pretty much everything equally except other earth fauna.
|
|
// This will make the critter choose the nearest thing as its enemy.
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_NONE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CITIZEN_PASSIVE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CITIZEN_REBEL, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE_GUNSHIP, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE_HUNTER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CONSCRIPT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_FLARE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MANHACK, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_METROPOLICE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MILITARY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MISSILE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_SCANNER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_STALKER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_VORTIGAUNT, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_ZOMBIE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PROTOSNIPER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_EARTH_FAUNA, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER_ALLY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HACKED_ROLLERMINE,D_NU, 0);
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_HACKED_ROLLERMINE
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_NONE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_PLAYER, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_ANTLION, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_BARNACLE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_BULLSEYE, D_NU, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_BULLSQUID, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_CITIZEN_REBEL, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_COMBINE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_COMBINE_HUNTER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_CONSCRIPT, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_FLARE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_HEADCRAB, D_HT, 0);
|
|
//CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_HOUNDEYE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_MANHACK, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_METROPOLICE, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_MILITARY, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_MISSILE, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_SCANNER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_STALKER, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_VORTIGAUNT, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_ZOMBIE, D_HT, 1);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_PROTOSNIPER, D_NU, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_EARTH_FAUNA, D_HT, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_PLAYER_ALLY, D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
|
|
CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_HACKED_ROLLERMINE,D_LI, 0);
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Return classify text for classify type
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
const char* CHalfLife2::AIClassText(int classType)
|
|
{
|
|
switch (classType)
|
|
{
|
|
case CLASS_NONE: return "CLASS_NONE";
|
|
case CLASS_PLAYER: return "CLASS_PLAYER";
|
|
case CLASS_ANTLION: return "CLASS_ANTLION";
|
|
case CLASS_BARNACLE: return "CLASS_BARNACLE";
|
|
case CLASS_BULLSEYE: return "CLASS_BULLSEYE";
|
|
//case CLASS_BULLSQUID: return "CLASS_BULLSQUID";
|
|
case CLASS_CITIZEN_PASSIVE: return "CLASS_CITIZEN_PASSIVE";
|
|
case CLASS_CITIZEN_REBEL: return "CLASS_CITIZEN_REBEL";
|
|
case CLASS_COMBINE: return "CLASS_COMBINE";
|
|
case CLASS_COMBINE_GUNSHIP: return "CLASS_COMBINE_GUNSHIP";
|
|
case CLASS_COMBINE_HUNTER: return "CLASS_COMBINE_HUNTER";
|
|
case CLASS_CONSCRIPT: return "CLASS_CONSCRIPT";
|
|
case CLASS_HEADCRAB: return "CLASS_HEADCRAB";
|
|
//case CLASS_HOUNDEYE: return "CLASS_HOUNDEYE";
|
|
case CLASS_MANHACK: return "CLASS_MANHACK";
|
|
case CLASS_METROPOLICE: return "CLASS_METROPOLICE";
|
|
case CLASS_MILITARY: return "CLASS_MILITARY";
|
|
case CLASS_SCANNER: return "CLASS_SCANNER";
|
|
case CLASS_STALKER: return "CLASS_STALKER";
|
|
case CLASS_VORTIGAUNT: return "CLASS_VORTIGAUNT";
|
|
case CLASS_ZOMBIE: return "CLASS_ZOMBIE";
|
|
case CLASS_PROTOSNIPER: return "CLASS_PROTOSNIPER";
|
|
case CLASS_MISSILE: return "CLASS_MISSILE";
|
|
case CLASS_FLARE: return "CLASS_FLARE";
|
|
case CLASS_EARTH_FAUNA: return "CLASS_EARTH_FAUNA";
|
|
|
|
default: return "MISSING CLASS in ClassifyText()";
|
|
}
|
|
}
|
|
|
|
void CHalfLife2::PlayerThink( CBasePlayer *pPlayer )
|
|
{
|
|
}
|
|
|
|
void CHalfLife2::Think( void )
|
|
{
|
|
BaseClass::Think();
|
|
|
|
if( physcannon_mega_enabled.GetBool() == true )
|
|
{
|
|
m_bMegaPhysgun = true;
|
|
}
|
|
else
|
|
{
|
|
// FIXME: Is there a better place for this?
|
|
m_bMegaPhysgun = ( GlobalEntity_GetState("super_phys_gun") == GLOBAL_ON );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns how much damage the given ammo type should do to the victim
|
|
// when fired by the attacker.
|
|
// Input : pAttacker - Dude what shot the gun.
|
|
// pVictim - Dude what done got shot.
|
|
// nAmmoType - What been shot out.
|
|
// Output : How much hurt to put on dude what done got shot (pVictim).
|
|
//-----------------------------------------------------------------------------
|
|
float CHalfLife2::GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType )
|
|
{
|
|
float flDamage = 0.0f;
|
|
CAmmoDef *pAmmoDef = GetAmmoDef();
|
|
|
|
if ( pAmmoDef->DamageType( nAmmoType ) & DMG_SNIPER )
|
|
{
|
|
// If this damage is from a SNIPER, we do damage based on what the bullet
|
|
// HITS, not who fired it. All other bullets have their damage values
|
|
// arranged according to the owner of the bullet, not the recipient.
|
|
if ( pVictim->IsPlayer() )
|
|
{
|
|
// Player
|
|
flDamage = pAmmoDef->PlrDamage( nAmmoType );
|
|
}
|
|
else
|
|
{
|
|
// NPC or breakable
|
|
flDamage = pAmmoDef->NPCDamage( nAmmoType );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
flDamage = BaseClass::GetAmmoDamage( pAttacker, pVictim, nAmmoType );
|
|
}
|
|
|
|
if( pAttacker->IsPlayer() && pVictim->IsNPC() )
|
|
{
|
|
if( pVictim->MyCombatCharacterPointer() )
|
|
{
|
|
// Player is shooting an NPC. Adjust the damage! This protects breakables
|
|
// and other 'non-living' entities from being easier/harder to break
|
|
// in different skill levels.
|
|
flDamage = pAmmoDef->PlrDamage( nAmmoType );
|
|
flDamage = AdjustPlayerDamageInflicted( flDamage );
|
|
}
|
|
}
|
|
|
|
return flDamage;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CHalfLife2::AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
if( (info.GetDamageType() & DMG_CRUSH) && info.GetInflictor() && pVictim->MyNPCPointer() )
|
|
{
|
|
if( pVictim->MyNPCPointer()->IsPlayerAlly() )
|
|
{
|
|
// A physics object has struck a player ally. Don't allow damage if it
|
|
// came from the player's physcannon.
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
|
|
|
|
if( pPlayer )
|
|
{
|
|
CBaseEntity *pWeapon = pPlayer->HasNamedPlayerItem("weapon_physcannon");
|
|
|
|
if( pWeapon )
|
|
{
|
|
CBaseCombatWeapon *pCannon = assert_cast <CBaseCombatWeapon*>(pWeapon);
|
|
|
|
if( pCannon )
|
|
{
|
|
if( PhysCannonAccountableForObject(pCannon, info.GetInflictor() ) )
|
|
{
|
|
// Antlions can always be squashed!
|
|
if ( pVictim->Classify() == CLASS_ANTLION )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
return true;
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Whether or not the NPC should drop a health vial
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CHalfLife2::NPC_ShouldDropHealth( CBasePlayer *pRecipient )
|
|
{
|
|
// Can only do this every so often
|
|
if ( m_flLastHealthDropTime > gpGlobals->curtime )
|
|
return false;
|
|
|
|
//Try to throw dynamic health
|
|
float healthPerc = ( (float) pRecipient->m_iHealth / (float) pRecipient->m_iMaxHealth );
|
|
|
|
if ( random->RandomFloat( 0.0f, 1.0f ) > healthPerc*1.5f )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Whether or not the NPC should drop a health vial
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CHalfLife2::NPC_ShouldDropGrenade( CBasePlayer *pRecipient )
|
|
{
|
|
// Can only do this every so often
|
|
if ( m_flLastGrenadeDropTime > gpGlobals->curtime )
|
|
return false;
|
|
|
|
int grenadeIndex = GetAmmoDef()->Index( "grenade" );
|
|
int numGrenades = pRecipient->GetAmmoCount( grenadeIndex );
|
|
|
|
// If we're not maxed out on grenades and we've randomly okay'd it
|
|
if ( ( numGrenades < GetAmmoDef()->MaxCarry( grenadeIndex ) ) && ( random->RandomInt( 0, 2 ) == 0 ) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update the drop counter for health
|
|
//-----------------------------------------------------------------------------
|
|
void CHalfLife2::NPC_DroppedHealth( void )
|
|
{
|
|
m_flLastHealthDropTime = gpGlobals->curtime + sk_plr_health_drop_time.GetFloat();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update the drop counter for grenades
|
|
//-----------------------------------------------------------------------------
|
|
void CHalfLife2::NPC_DroppedGrenade( void )
|
|
{
|
|
m_flLastGrenadeDropTime = gpGlobals->curtime + sk_plr_grenade_drop_time.GetFloat();
|
|
}
|
|
|
|
#endif //} !CLIENT_DLL
|
|
|
|
|
|
// ------------------------------------------------------------------------------------ //
|
|
// Shared CHalfLife2 implementation.
|
|
// ------------------------------------------------------------------------------------ //
|
|
bool CHalfLife2::ShouldCollide( int collisionGroup0, int collisionGroup1 )
|
|
{
|
|
// The smaller number is always first
|
|
if ( collisionGroup0 > collisionGroup1 )
|
|
{
|
|
// swap so that lowest is always first
|
|
int tmp = collisionGroup0;
|
|
collisionGroup0 = collisionGroup1;
|
|
collisionGroup1 = tmp;
|
|
}
|
|
|
|
// Prevent the player movement from colliding with spit globs (caused the player to jump on top of globs while in water)
|
|
if ( collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT && collisionGroup1 == HL2COLLISION_GROUP_SPIT )
|
|
return false;
|
|
|
|
// HL2 treats movement and tracing against players the same, so just remap here
|
|
if ( collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT )
|
|
{
|
|
collisionGroup0 = COLLISION_GROUP_PLAYER;
|
|
}
|
|
|
|
if( collisionGroup1 == COLLISION_GROUP_PLAYER_MOVEMENT )
|
|
{
|
|
collisionGroup1 = COLLISION_GROUP_PLAYER;
|
|
}
|
|
|
|
//If collisionGroup0 is not a player then NPC_ACTOR behaves just like an NPC.
|
|
if ( collisionGroup1 == COLLISION_GROUP_NPC_ACTOR && collisionGroup0 != COLLISION_GROUP_PLAYER )
|
|
{
|
|
collisionGroup1 = COLLISION_GROUP_NPC;
|
|
}
|
|
|
|
// This is only for the super physcannon
|
|
if ( m_bMegaPhysgun )
|
|
{
|
|
if ( collisionGroup0 == COLLISION_GROUP_INTERACTIVE_DEBRIS && collisionGroup1 == COLLISION_GROUP_PLAYER )
|
|
return false;
|
|
}
|
|
|
|
if ( collisionGroup0 == HL2COLLISION_GROUP_COMBINE_BALL )
|
|
{
|
|
if ( collisionGroup1 == HL2COLLISION_GROUP_COMBINE_BALL )
|
|
return false;
|
|
}
|
|
|
|
if ( collisionGroup0 == HL2COLLISION_GROUP_COMBINE_BALL && collisionGroup1 == HL2COLLISION_GROUP_COMBINE_BALL_NPC )
|
|
return false;
|
|
|
|
if ( ( collisionGroup0 == COLLISION_GROUP_WEAPON ) ||
|
|
( collisionGroup0 == COLLISION_GROUP_PLAYER ) ||
|
|
( collisionGroup0 == COLLISION_GROUP_PROJECTILE ) )
|
|
{
|
|
if ( collisionGroup1 == HL2COLLISION_GROUP_COMBINE_BALL )
|
|
return false;
|
|
}
|
|
|
|
if ( collisionGroup0 == COLLISION_GROUP_DEBRIS )
|
|
{
|
|
if ( collisionGroup1 == HL2COLLISION_GROUP_COMBINE_BALL )
|
|
return true;
|
|
}
|
|
|
|
if (collisionGroup0 == HL2COLLISION_GROUP_HOUNDEYE && collisionGroup1 == HL2COLLISION_GROUP_HOUNDEYE )
|
|
return false;
|
|
|
|
if (collisionGroup0 == HL2COLLISION_GROUP_HOMING_MISSILE && collisionGroup1 == HL2COLLISION_GROUP_HOMING_MISSILE )
|
|
return false;
|
|
|
|
if ( collisionGroup1 == HL2COLLISION_GROUP_CROW )
|
|
{
|
|
if ( collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_NPC ||
|
|
collisionGroup0 == HL2COLLISION_GROUP_CROW )
|
|
return false;
|
|
}
|
|
|
|
if ( ( collisionGroup0 == HL2COLLISION_GROUP_HEADCRAB ) && ( collisionGroup1 == HL2COLLISION_GROUP_HEADCRAB ) )
|
|
return false;
|
|
|
|
// striders don't collide with other striders
|
|
if ( collisionGroup0 == HL2COLLISION_GROUP_STRIDER && collisionGroup1 == HL2COLLISION_GROUP_STRIDER )
|
|
return false;
|
|
|
|
// gunships don't collide with other gunships
|
|
if ( collisionGroup0 == HL2COLLISION_GROUP_GUNSHIP && collisionGroup1 == HL2COLLISION_GROUP_GUNSHIP )
|
|
return false;
|
|
|
|
// weapons and NPCs don't collide
|
|
if ( collisionGroup0 == COLLISION_GROUP_WEAPON && (collisionGroup1 >= HL2COLLISION_GROUP_FIRST_NPC && collisionGroup1 <= HL2COLLISION_GROUP_LAST_NPC ) )
|
|
return false;
|
|
|
|
//players don't collide against NPC Actors.
|
|
//I could've done this up where I check if collisionGroup0 is NOT a player but I decided to just
|
|
//do what the other checks are doing in this function for consistency sake.
|
|
if ( collisionGroup1 == COLLISION_GROUP_NPC_ACTOR && collisionGroup0 == COLLISION_GROUP_PLAYER )
|
|
return false;
|
|
|
|
// In cases where NPCs are playing a script which causes them to interpenetrate while riding on another entity,
|
|
// such as a train or elevator, you need to disable collisions between the actors so the mover can move them.
|
|
if ( collisionGroup0 == COLLISION_GROUP_NPC_SCRIPTED && collisionGroup1 == COLLISION_GROUP_NPC_SCRIPTED )
|
|
return false;
|
|
|
|
// Spit doesn't touch other spit
|
|
if ( collisionGroup0 == HL2COLLISION_GROUP_SPIT && collisionGroup1 == HL2COLLISION_GROUP_SPIT )
|
|
return false;
|
|
|
|
return BaseClass::ShouldCollide( collisionGroup0, collisionGroup1 );
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CHalfLife2::AdjustPlayerDamageTaken( CTakeDamageInfo *pInfo )
|
|
{
|
|
if( pInfo->GetDamageType() & (DMG_DROWN|DMG_CRUSH|DMG_FALL|DMG_POISON|DMG_SNIPER) )
|
|
{
|
|
// Skill level doesn't affect these types of damage.
|
|
return;
|
|
}
|
|
|
|
switch( GetSkillLevel() )
|
|
{
|
|
case SKILL_EASY:
|
|
pInfo->ScaleDamage( sk_dmg_take_scale1.GetFloat() );
|
|
break;
|
|
|
|
case SKILL_MEDIUM:
|
|
pInfo->ScaleDamage( sk_dmg_take_scale2.GetFloat() );
|
|
break;
|
|
|
|
case SKILL_HARD:
|
|
pInfo->ScaleDamage( sk_dmg_take_scale3.GetFloat() );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
float CHalfLife2::AdjustPlayerDamageInflicted( float damage )
|
|
{
|
|
switch( GetSkillLevel() )
|
|
{
|
|
case SKILL_EASY:
|
|
return damage * sk_dmg_inflict_scale1.GetFloat();
|
|
break;
|
|
|
|
case SKILL_MEDIUM:
|
|
return damage * sk_dmg_inflict_scale2.GetFloat();
|
|
break;
|
|
|
|
case SKILL_HARD:
|
|
return damage * sk_dmg_inflict_scale3.GetFloat();
|
|
break;
|
|
|
|
default:
|
|
return damage;
|
|
break;
|
|
}
|
|
}
|
|
#endif//CLIENT_DLL
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
bool CHalfLife2::ShouldUseRobustRadiusDamage(CBaseEntity *pEntity)
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
return false;
|
|
#endif
|
|
|
|
if( !sv_robust_explosions.GetBool() )
|
|
return false;
|
|
|
|
if( !pEntity->IsNPC() )
|
|
{
|
|
// Only NPC's
|
|
return false;
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
|
|
if( pNPC->CapabilitiesGet() & bits_CAP_SIMPLE_RADIUS_DAMAGE )
|
|
{
|
|
// This NPC only eligible for simple radius damage.
|
|
return false;
|
|
}
|
|
#endif//CLIENT_DLL
|
|
|
|
return true;
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
bool CHalfLife2::ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target )
|
|
{
|
|
return sk_allow_autoaim.GetBool() != 0;
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
float CHalfLife2::GetAutoAimScale( CBasePlayer *pPlayer )
|
|
{
|
|
#ifdef _X360
|
|
return 1.0f;
|
|
#else
|
|
switch( GetSkillLevel() )
|
|
{
|
|
case SKILL_EASY:
|
|
return sk_autoaim_scale1.GetFloat();
|
|
|
|
case SKILL_MEDIUM:
|
|
return sk_autoaim_scale2.GetFloat();
|
|
|
|
default:
|
|
return 0.0f;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
float CHalfLife2::GetAmmoQuantityScale( int iAmmoIndex )
|
|
{
|
|
switch( GetSkillLevel() )
|
|
{
|
|
case SKILL_EASY:
|
|
return sk_ammo_qty_scale1.GetFloat();
|
|
|
|
case SKILL_MEDIUM:
|
|
return sk_ammo_qty_scale2.GetFloat();
|
|
|
|
case SKILL_HARD:
|
|
return sk_ammo_qty_scale3.GetFloat();
|
|
|
|
default:
|
|
return 0.0f;
|
|
}
|
|
}
|
|
|
|
void CHalfLife2::LevelInitPreEntity()
|
|
{
|
|
// Remove this if you fix the bug in ep1 where the striders need to touch
|
|
// triggers using their absbox instead of their bbox
|
|
#ifdef HL2_EPISODIC
|
|
if ( !Q_strnicmp( gpGlobals->mapname.ToCStr(), "ep1_", 4 ) )
|
|
{
|
|
// episode 1 maps use the surrounding box trigger behavior
|
|
CBaseEntity::sm_bAccurateTriggerBboxChecks = false;
|
|
}
|
|
#endif
|
|
BaseClass::LevelInitPreEntity();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns whether or not Alyx cares about light levels in order to see.
|
|
//-----------------------------------------------------------------------------
|
|
bool CHalfLife2::IsAlyxInDarknessMode()
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
if ( alyx_darkness_force.GetBool() )
|
|
return true;
|
|
|
|
return ( GlobalEntity_GetState( "ep_alyx_darknessmode" ) == GLOBAL_ON );
|
|
#else
|
|
return false;
|
|
#endif // HL2_EPISODIC
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This takes the long way around to see if a prop should emit a DLIGHT when it
|
|
// ignites, to avoid having Alyx-related code in props.cpp.
|
|
//-----------------------------------------------------------------------------
|
|
bool CHalfLife2::ShouldBurningPropsEmitLight()
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
return IsAlyxInDarknessMode();
|
|
#else
|
|
return false;
|
|
#endif // HL2_EPISODIC
|
|
}
|
|
|
|
|
|
#endif//CLIENT_DLL
|
|
|
|
// ------------------------------------------------------------------------------------ //
|
|
// Global functions.
|
|
// ------------------------------------------------------------------------------------ //
|
|
|
|
#ifndef HL2MP
|
|
#ifndef PORTAL
|
|
|
|
// shared ammo definition
|
|
// JAY: Trying to make a more physical bullet response
|
|
#define BULLET_MASS_GRAINS_TO_LB(grains) (0.002285*(grains)/16.0f)
|
|
#define BULLET_MASS_GRAINS_TO_KG(grains) lbs2kg(BULLET_MASS_GRAINS_TO_LB(grains))
|
|
|
|
// exaggerate all of the forces, but use real numbers to keep them consistent
|
|
#define BULLET_IMPULSE_EXAGGERATION 3.5
|
|
// convert a velocity in ft/sec and a mass in grains to an impulse in kg in/s
|
|
#define BULLET_IMPULSE(grains, ftpersec) ((ftpersec)*12*BULLET_MASS_GRAINS_TO_KG(grains)*BULLET_IMPULSE_EXAGGERATION)
|
|
|
|
|
|
CAmmoDef *GetAmmoDef()
|
|
{
|
|
static CAmmoDef def;
|
|
static bool bInitted = false;
|
|
|
|
if ( !bInitted )
|
|
{
|
|
bInitted = true;
|
|
|
|
def.AddAmmoType("AR2", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_ar2", "sk_npc_dmg_ar2", "sk_max_ar2", BULLET_IMPULSE(200, 1225), 0 );
|
|
def.AddAmmoType("AlyxGun", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_alyxgun", "sk_npc_dmg_alyxgun", "sk_max_alyxgun", BULLET_IMPULSE(200, 1225), 0 );
|
|
def.AddAmmoType("Pistol", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_pistol", "sk_npc_dmg_pistol", "sk_max_pistol", BULLET_IMPULSE(200, 1225), 0 );
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def.AddAmmoType("SMG1", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_smg1", "sk_npc_dmg_smg1", "sk_max_smg1", BULLET_IMPULSE(200, 1225), 0 );
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def.AddAmmoType("357", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_357", "sk_npc_dmg_357", "sk_max_357", BULLET_IMPULSE(800, 5000), 0 );
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def.AddAmmoType("XBowBolt", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_crossbow", "sk_npc_dmg_crossbow", "sk_max_crossbow", BULLET_IMPULSE(800, 8000), 0 );
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def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, "sk_plr_dmg_buckshot", "sk_npc_dmg_buckshot", "sk_max_buckshot", BULLET_IMPULSE(400, 1200), 0 );
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def.AddAmmoType("RPG_Round", DMG_BURN, TRACER_NONE, "sk_plr_dmg_rpg_round", "sk_npc_dmg_rpg_round", "sk_max_rpg_round", 0, 0 );
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def.AddAmmoType("SMG1_Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_smg1_grenade", "sk_npc_dmg_smg1_grenade", "sk_max_smg1_grenade", 0, 0 );
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def.AddAmmoType("SniperRound", DMG_BULLET | DMG_SNIPER, TRACER_NONE, "sk_plr_dmg_sniper_round", "sk_npc_dmg_sniper_round", "sk_max_sniper_round", BULLET_IMPULSE(650, 6000), 0 );
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def.AddAmmoType("SniperPenetratedRound", DMG_BULLET | DMG_SNIPER, TRACER_NONE, "sk_dmg_sniper_penetrate_plr", "sk_dmg_sniper_penetrate_npc", "sk_max_sniper_round", BULLET_IMPULSE(150, 6000), 0 );
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def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_grenade", 0, 0);
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def.AddAmmoType("Thumper", DMG_SONIC, TRACER_NONE, 10, 10, 2, 0, 0 );
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def.AddAmmoType("Gravity", DMG_CLUB, TRACER_NONE, 0, 0, 8, 0, 0 );
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// def.AddAmmoType("Extinguisher", DMG_BURN, TRACER_NONE, 0, 0, 100, 0, 0 );
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def.AddAmmoType("Battery", DMG_CLUB, TRACER_NONE, 0, 0, 0, 0, 0 );
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def.AddAmmoType("GaussEnergy", DMG_SHOCK, TRACER_NONE, "sk_jeep_gauss_damage", "sk_jeep_gauss_damage", "sk_max_gauss_round", BULLET_IMPULSE(650, 8000), 0 ); // hit like a 10kg weight at 400 in/s
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def.AddAmmoType("CombineCannon", DMG_BULLET, TRACER_LINE, "sk_npc_dmg_gunship_to_plr", "sk_npc_dmg_gunship", NULL, 1.5 * 750 * 12, 0 ); // hit like a 1.5kg weight at 750 ft/s
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def.AddAmmoType("AirboatGun", DMG_AIRBOAT, TRACER_LINE, "sk_plr_dmg_airboat", "sk_npc_dmg_airboat", NULL, BULLET_IMPULSE(10, 600), 0 );
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//=====================================================================
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// STRIDER MINIGUN DAMAGE - Pull up a chair and I'll tell you a tale.
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//
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// When we shipped Half-Life 2 in 2004, we were unaware of a bug in
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// CAmmoDef::NPCDamage() which was returning the MaxCarry field of
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// an ammotype as the amount of damage that should be done to a NPC
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// by that type of ammo. Thankfully, the bug only affected Ammo Types
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// that DO NOT use ConVars to specify their parameters. As you can see,
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// all of the important ammotypes use ConVars, so the effect of the bug
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// was limited. The Strider Minigun was affected, though.
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//
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// According to my perforce Archeology, we intended to ship the Strider
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// Minigun ammo type to do 15 points of damage per shot, and we did.
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// To achieve this we, unaware of the bug, set the Strider Minigun ammo
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// type to have a maxcarry of 15, since our observation was that the
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// number that was there before (8) was indeed the amount of damage being
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// done to NPC's at the time. So we changed the field that was incorrectly
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// being used as the NPC Damage field.
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//
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// The bug was fixed during Episode 1's development. The result of the
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// bug fix was that the Strider was reduced to doing 5 points of damage
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// to NPC's, since 5 is the value that was being assigned as NPC damage
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// even though the code was returning 15 up to that point.
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//
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// Now as we go to ship Orange Box, we discover that the Striders in
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// Half-Life 2 are hugely ineffective against citizens, causing big
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// problems in maps 12 and 13.
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//
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// In order to restore balance to HL2 without upsetting the delicate
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// balance of ep2_outland_12, I have chosen to build Episodic binaries
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// with 5 as the Strider->NPC damage, since that's the value that has
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// been in place for all of Episode 2's development. Half-Life 2 will
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// build with 15 as the Strider->NPC damage, which is how HL2 shipped
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// originally, only this time the 15 is located in the correct field
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// now that the AmmoDef code is behaving correctly.
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//
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//=====================================================================
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#ifdef HL2_EPISODIC
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def.AddAmmoType("StriderMinigun", DMG_BULLET, TRACER_LINE, 5, 5, 15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s
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#else
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def.AddAmmoType("StriderMinigun", DMG_BULLET, TRACER_LINE, 5, 15,15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s
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#endif//HL2_EPISODIC
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def.AddAmmoType("StriderMinigunDirect", DMG_BULLET, TRACER_LINE, 2, 2, 15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s
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def.AddAmmoType("HelicopterGun", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_npc_dmg_helicopter_to_plr", "sk_npc_dmg_helicopter", "sk_max_smg1", BULLET_IMPULSE(400, 1225), AMMO_FORCE_DROP_IF_CARRIED | AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER );
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def.AddAmmoType("AR2AltFire", DMG_DISSOLVE, TRACER_NONE, 0, 0, "sk_max_ar2_altfire", 0, 0 );
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def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_grenade", 0, 0);
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#ifdef HL2_EPISODIC
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def.AddAmmoType("Hopwire", DMG_BLAST, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_hopwire", 0, 0);
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def.AddAmmoType("CombineHeavyCannon", DMG_BULLET, TRACER_LINE, 40, 40, NULL, 10 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 10 kg weight at 750 ft/s
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def.AddAmmoType("ammo_proto1", DMG_BULLET, TRACER_LINE, 0, 0, 10, 0, 0 );
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#endif // HL2_EPISODIC
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}
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return &def;
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}
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#endif
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#endif
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