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692 lines
18 KiB
C
692 lines
18 KiB
C
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef DOD_SHAREDDEFS_H
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#define DOD_SHAREDDEFS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "dod_playeranimstate.h"
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#define DOD_PLAYER_VIEW_OFFSET Vector( 0, 0, 54 )
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// DOD Team IDs.
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#define TEAM_ALLIES 2
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#define TEAM_AXIS 3
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#define TEAM_MAXCOUNT 4 // update this if we ever add teams (unlikely)
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enum SubTeam
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{
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SUBTEAM_NORMAL = 0,
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SUBTEAM_PARA,
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SUBTEAM_ALT_NATION,
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NUM_SUBTEAMS
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};
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#define MAX_CONTROL_POINTS 8
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#define MAX_CONTROL_POINT_GROUPS 8
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#define DEATH_CAM_TIME 5.0f
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#define MAX_WAVE_RESPAWN_TIME 20.0f
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#define DOD_BOMB_TIMER_LENGTH 20
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#define DOD_BOMB_DEFUSE_TIME 3.0f
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#define DOD_BOMB_PLANT_TIME 2.0f
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#define DOD_BOMB_PLANT_RADIUS 80
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#define DOD_BOMB_DEFUSE_MAXDIST 96.0f
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enum
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{
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CAP_EVENT_NONE,
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CAP_EVENT_BOMB,
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CAP_EVENT_FLAG,
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CAP_EVENT_TIMER_EXPIRE
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};
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enum
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{
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WINPANEL_TOP3_NONE,
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WINPANEL_TOP3_BOMBERS,
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WINPANEL_TOP3_CAPPERS,
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WINPANEL_TOP3_DEFENDERS,
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WINPANEL_TOP3_KILLERS
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};
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//--------------
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// DoD Specific damage flags
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//--------------
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// careful when reusing HL2 DMG_ flags, some of them cancel out the damage, eg if they are in DMG_TIMEBASED
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#define DMG_STUN (DMG_PARALYZE) //(1<<15)
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#define DMG_MACHINEGUN (DMG_LASTGENERICFLAG<<1) //(1<<30)
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#define DMG_BOMB (DMG_LASTGENERICFLAG<<2) //(1<<31)
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//END OF THE EXTENDABLE LIST!! Start reusing HL2 specific flags
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#define MELEE_DMG_SECONDARYATTACK (1<<0)
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#define MELEE_DMG_FIST (1<<1)
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#define MELEE_DMG_EDGE (1<<2)
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#define MELEE_DMG_STRONGATTACK (1<<3)
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#define SANDBAG_NOT_TOUCHING 0
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#define SANDBAG_TOUCHING 1
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#define SANDBAG_TOUCHING_ALIGNED 2
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#define SANDBAG_DEPLOYED 3
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#define PRONE_DEPLOY_HEIGHT -1
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#define STANDING_DEPLOY_HEIGHT 58
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#define CROUCHING_DEPLOY_HEIGHT 28
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#define TIME_TO_DEPLOY 0.3
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#define MIN_DEPLOY_PITCH 45
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#define MAX_DEPLOY_PITCH -60
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#define VEC_DUCK_MOVING_HULL_MIN Vector(-16, -16, 0 )
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#define VEC_DUCK_MOVING_HULL_MAX Vector( 16, 16, 55 )
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#define VEC_PRONE_HULL_MIN DODGameRules()->GetDODViewVectors()->m_vProneHullMin
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#define VEC_PRONE_HULL_MAX DODGameRules()->GetDODViewVectors()->m_vProneHullMax // MUST be shorter than duck hull for deploy check
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#define VEC_PRONE_HULL_MIN_SCALED( player ) ( DODGameRules()->GetDODViewVectors()->m_vProneHullMin * player->GetModelScale() )
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#define VEC_PRONE_HULL_MAX_SCALED( player ) ( DODGameRules()->GetDODViewVectors()->m_vProneHullMax * player->GetModelScale() )
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#define VEC_PRONE_HELPER_HULL_MIN Vector(-48, -48, 0 )
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#define VEC_PRONE_HELPER_HULL_MAX Vector( 48, 48, 24 )
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#define GRENADE_FUSE_LENGTH 5.0
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#define RIFLEGRENADE_FUSE_LENGTH 3.5
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#define CONTENTS_PRONE_HELPER 0x80000000
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#define PASS_OUT_CHANGE_TIME 1.5
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#define PASS_OUT_GET_UP_TIME 1.5
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// DOD-specific viewport panels
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#define PANEL_TEAM "team"
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#define PANEL_CLASS_ALLIES "class_us"
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#define PANEL_CLASS_AXIS "class_ger"
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#define PANEL_BACKGROUND "background"
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#define COLOR_DOD_GREEN Color(77, 121, 66, 255) // Color(76, 102, 76, 255)
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#define COLOR_DOD_RED Color(255, 64, 64, 255)
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#define DOD_HUD_HEALTH_IMAGE_LENGTH 64
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// The various states the player can be in during the join game process.
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enum DODPlayerState
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{
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// Happily running around in the game.
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// This state can jump to a bunch of other states like STATE_PICKINGCLASS or STATE_DEATH_ANIM.
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STATE_ACTIVE=0,
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// This is the state you're in when you first enter the server.
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// It's switching between intro cameras every few seconds, and there's a level info
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// screen up.
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STATE_WELCOME, // Show the level intro screen.
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// During these states, you can either be a new player waiting to join, or
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// you can be a live player in the game who wants to change teams.
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// Either way, you can't move while choosing team or class (or while any menu is up).
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STATE_PICKINGTEAM, // Choosing team.
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STATE_PICKINGCLASS, // Choosing class.
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STATE_DEATH_ANIM, // Playing death anim, waiting for that to finish.
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STATE_DEATH_OBSERVING, // Done playing death anim. Waiting for keypress to go into observer mode.
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STATE_OBSERVER_MODE, // Noclipping around, watching players, etc.
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NUM_PLAYER_STATES
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};
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enum DODRoundState
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{
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// initialize the game, create teams
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STATE_INIT=0,
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//Before players have joined the game. Periodically checks to see if enough players are ready
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//to start a game. Also reverts to this when there are no active players
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STATE_PREGAME,
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//The game is about to start, wait a bit and spawn everyone
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STATE_STARTGAME,
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//All players are respawned, frozen in place
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STATE_PREROUND,
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//Round is on, playing normally
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STATE_RND_RUNNING,
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//Someone has won the round
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STATE_ALLIES_WIN,
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STATE_AXIS_WIN,
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//Noone has won, manually restart the game, reset scores
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STATE_RESTART,
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//Game is over, showing the scoreboard etc
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STATE_GAME_OVER,
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NUM_ROUND_STATES
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};
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#define PLAYERCLASS_RANDOM -2
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#define PLAYERCLASS_UNDEFINED -1
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#define DOD_PLAYERMODEL_AXIS_RIFLEMAN "models/player/german_rifleman.mdl"
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#define DOD_PLAYERMODEL_AXIS_ASSAULT "models/player/german_assault.mdl"
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#define DOD_PLAYERMODEL_AXIS_SUPPORT "models/player/german_support.mdl"
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#define DOD_PLAYERMODEL_AXIS_SNIPER "models/player/german_sniper.mdl"
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#define DOD_PLAYERMODEL_AXIS_MG "models/player/german_mg.mdl"
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#define DOD_PLAYERMODEL_AXIS_ROCKET "models/player/german_rocket.mdl"
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#define DOD_PLAYERMODEL_US_RIFLEMAN "models/player/american_rifleman.mdl"
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#define DOD_PLAYERMODEL_US_ASSAULT "models/player/american_assault.mdl"
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#define DOD_PLAYERMODEL_US_SUPPORT "models/player/american_support.mdl"
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#define DOD_PLAYERMODEL_US_SNIPER "models/player/american_sniper.mdl"
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#define DOD_PLAYERMODEL_US_MG "models/player/american_mg.mdl"
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#define DOD_PLAYERMODEL_US_ROCKET "models/player/american_rocket.mdl"
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typedef struct DodClassInfo_s
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{
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char selectcmd[32];
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char classname[128];
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char modelname[128];
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int team; //which team. 0 == allies, 1 == axis
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int primarywpn;
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int secondarywpn;
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int meleewpn;
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int numgrenades;
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int armskin; //what skin does this class show in grenades / knives
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int headgroup; //bodygroups
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int helmetgroup;
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int geargroup;
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int bodygroup;
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int hairgroup; //what helmet group to switch to when the helmet comes off
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} DodClassInfo_t;
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extern DodClassInfo_t g_ClassInfo[]; //a structure to hold all of the classes
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extern DodClassInfo_t g_ParaClassInfo[];
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// Voice Commands
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typedef struct DodVoiceCommand_s
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{
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const char *pszCommandName; // console command that will produce the voice command
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const char *pszSoundName; // name of sound to play
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PlayerAnimEvent_t iHandSignal; //index into the hand signal array
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const char *pszAlliedSubtitle; // subtitles for each nationality
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const char *pszAxisSubtitle;
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const char *pszBritishSubtitle;
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} DodVoiceCommand_t;
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extern DodVoiceCommand_t g_VoiceCommands[];
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// Hand Signals
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typedef struct DodHandSignal_s
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{
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const char *pszCommandName; // console command that will produce the voice command
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PlayerAnimEvent_t iHandSignal; //index into the hand signal array
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const char *pszSubtitle; // subtitles for each nationality
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} DodHandSignal_t;
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extern DodHandSignal_t g_HandSignals[];
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#define ARM_SKIN_UNDEFINED 0
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enum
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{
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HEAD_GROUP_0 = 0,
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HEAD_GROUP_1,
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HEAD_GROUP_2,
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HEAD_GROUP_3,
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HEAD_GROUP_4,
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HEAD_GROUP_5,
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HEAD_GROUP_6,
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};
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enum
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{
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HELMET_GROUP_0 = 0,
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HELMET_GROUP_1,
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HELMET_GROUP_2,
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HELMET_GROUP_3,
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HELMET_GROUP_4,
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HELMET_GROUP_5,
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HELMET_GROUP_6,
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HELMET_GROUP_7,
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};
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enum
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{
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BODY_GROUP_0 = 0,
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BODY_GROUP_1,
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BODY_GROUP_2,
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BODY_GROUP_3,
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BODY_GROUP_4,
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BODY_GROUP_5,
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};
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enum
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{
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GEAR_GROUP_0 = 0,
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GEAR_GROUP_1,
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GEAR_GROUP_2,
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GEAR_GROUP_3,
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GEAR_GROUP_4,
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GEAR_GROUP_5,
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GEAR_GROUP_6,
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};
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enum
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{
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BODYGROUP_BODY = 0,
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BODYGROUP_HELMET,
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BODYGROUP_HEAD,
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BODYGROUP_GEAR,
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BODYGROUP_JUMPGEAR
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};
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enum
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{
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BODYGROUP_HEAD1 = 0,
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BODYGROUP_HEAD2,
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BODYGROUP_HEAD3,
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BODYGROUP_HEAD4,
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BODYGROUP_HEAD5,
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BODYGROUP_HEAD6,
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BODYGROUP_HEAD7
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};
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//helmet groups
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#define BODYGROUP_HELMET_ON 0
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#define BODYGROUP_ALLIES_HELMET_HELMET1 0
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#define BODYGROUP_ALLIES_HELMET_HELMET2 1
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#define BODYGROUP_ALLIES_HELMET_OFF 2
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#define BODYGROUP_AXIS_HAIR0 1
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#define BODYGROUP_AXIS_HAIR1 2
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#define BODYGROUP_AXIS_HAIR2 3
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#define BODYGROUP_AXIS_HAIR3 4
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#define BODYGROUP_AXIS_HAIR4 5
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#define BODYGROUP_AXIS_HAIR5 6
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#define BODYGROUP_AXIS_HAIR6 7
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//battle gear groups
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#define BODYGROUP_TOMMYGEAR 0
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#define BODYGROUP_SPRINGGEAR 1
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#define BODYGROUP_GARANDGEAR 2
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#define BODYGROUP_MGGEAR 3
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#define BODYGROUP_BARGEAR 4
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#define BODYGROUP_CARBGEAR 5
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#define BODYGROUP_GREASEGUNGEAR 6
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//jump gear
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#define BODYGROUP_JUMPGEAR_OFF 0
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#define BODYGROUP_JUMPGEAR_ON 1
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enum
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{
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HELMET_ALLIES = 0,
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HELMET_AXIS,
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NUM_HELMETS
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};
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extern const char *m_pszHelmetModels[NUM_HELMETS];
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//Materials
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/*
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#define CHAR_TEX_CONCRETE 'C' // texture types
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#define CHAR_TEX_METAL 'M'
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#define CHAR_TEX_DIRT 'D'
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#define CHAR_TEX_GRATE 'G'
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#define CHAR_TEX_TILE 'T'
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#define CHAR_TEX_WOOD 'W'
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#define CHAR_TEX_GLASS 'Y'
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#define CHAR_TEX_FLESH 'F'
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#define CHAR_TEX_WATER 'S'
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#define CHAR_TEX_ROCK 'R'
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#define CHAR_TEX_SAND 'A'
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#define CHAR_TEX_GRAVEL 'L'
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#define CHAR_TEX_STUCCO 'Z'
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#define CHAR_TEX_BRICK 'B'
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#define CHAR_TEX_SNOW 'N'
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#define CHAR_TEX_HEAVYMETAL 'H'
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#define CHAR_TEX_LEAVES 'E'
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#define CHAR_TEX_SKY 'K'
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#define CHAR_TEX_GRASS 'P'
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*/
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#define WPN_SLOT_PRIMARY 0
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#define WPN_SLOT_SECONDARY 1
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#define WPN_SLOT_MELEE 2
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#define WPN_SLOT_GRENADES 3
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#define WPN_SLOT_BOMB 4
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#define SLEEVE_AXIS 0
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#define SLEEVE_ALLIES 1
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#define VM_BODYGROUP_GUN 0
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#define VM_BODYGROUP_SLEEVE 1
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#define PLAYER_SPEED_FROZEN 1
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#define PLAYER_SPEED_PRONE 50
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#define PLAYER_SPEED_PRONE_ZOOMED 30
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#define PLAYER_SPEED_PRONE_BAZOOKA_DEPLOYED 30
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#define PLAYER_SPEED_ZOOMED 42
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#define PLAYER_SPEED_BAZOOKA_DEPLOYED 50
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#define PLAYER_SPEED_NORMAL 600.0f
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#define PLAYER_SPEED_SLOWED 120
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#define PLAYER_SPEED_RUN 220
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#define PLAYER_SPEED_SPRINT 330
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#define PUSHAWAY_THINK_INTERVAL (1.0f / 20.0f)
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#define VEC_PRONE_VIEW Vector(0,0,10)
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#define VEC_PRONE_VIEW_SCALED( player ) ( Vector(0,0,10) * player->GetModelScale() )
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#define TIME_TO_PRONE 1.2f // should be 1.5!
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#define INITIAL_SPRINT_STAMINA_PENALTY 15
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#define LOW_STAMINA_THRESHOLD 35
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// changed to 80% of goldsrc values, gives the same end result
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#define ZOOM_SWAY_PRONE 0.1
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#define ZOOM_SWAY_DUCKING 0.2
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#define ZOOM_SWAY_STANDING 0.5
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#define ZOOM_SWAY_MOVING_PENALTY 0.4
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extern const char * s_WeaponAliasInfo[];
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enum
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{
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//Dod hint messages
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HINT_FRIEND_SEEN = 0, // #Hint_spotted_a_friend
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HINT_ENEMY_SEEN, // #Hint_spotted_an_enemy
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HINT_FRIEND_INJURED, // #Hint_try_not_to_injure_teammates
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HINT_FRIEND_KILLED, // #Hint_careful_around_teammates
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HINT_ENEMY_KILLED, // #Hint_killing_enemies_is_good
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HINT_IN_AREA_CAP, // #Hint_touched_area_capture
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HINT_FLAG_TOUCH, // #Hint_touched_control_point
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HINT_OBJECT_PICKUP, // #Hint_picked_up_object
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HINT_MG_FIRE_UNDEPLOYED, // #Hint_mgs_fire_better_deployed
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HINT_SANDBAG_AREA, // #Hint_sandbag_area_touch
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HINT_BAZOOKA_PICKUP, // #Hint_rocket_weapon_pickup
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HINT_AMMO_EXHAUSTED, // #Hint_out_of_ammo
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HINT_PRONE, // #Hint_prone
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HINT_LOW_STAMINA, // #Hint_low_stamina
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HINT_OBJECT_REQUIRED, // #Hint_area_requires_object
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HINT_PLAYER_KILLED_WAVETIME, // #Hint_player_killed_wavetime
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HINT_WEAPON_OVERHEAT, // #Hint_mg_overheat
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HINT_SHOULDER_WEAPON, // #game_shoulder_rpg
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HINT_PICK_UP_WEAPON, // #Hint_pick_up_weapon
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HINT_PICK_UP_GRENADE, // #Hint_pick_up_grenade
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HINT_DEATHCAM, // #Hint_death_cam
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HINT_CLASSMENU, // #Hint_class_menu
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HINT_USE_MELEE, // #Hint_use_2e_melee
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HINT_USE_ZOOM, // #Hint_use_zoom
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HINT_USE_IRON_SIGHTS, // #Hint_use_iron_sights
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HINT_USE_SEMI_AUTO, // #Hint_use_semi_auto
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HINT_USE_SPRINT, // #Hint_use_sprint
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HINT_USE_DEPLOY, // #Hint_use_deploy
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HINT_USE_PRIME, // #Hint_use_prime
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HINT_MG_DEPLOY_USAGE, // #Hint_mg_deploy_usage
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HINT_MG_DEPLOY_TO_RELOAD, // #Dod_mg_reload
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HINT_GARAND_RELOAD, // #Hint_garand_reload
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HINT_TURN_OFF_HINTS, // #Hint_turn_off_hints
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HINT_NEED_BOMB, // #Hint_need_bomb_to_plant
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HINT_BOMB_PLANTED, // #Hint_bomb_planted
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HINT_DEFUSE_BOMB, // #Hint_defuse_bomb
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HINT_BOMB_TARGET, // #Hint_bomb_target
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HINT_BOMB_PICKUP, // #Hint_bomb_pickup
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HINT_BOMB_DEFUSE_ONGROUND, // #Hint_bomb_defuse_onground
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HINT_BOMB_PLANT_MAP, // #Hint_bomb_plant_map
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HINT_BOMB_FIRST_SELECT, // #Hint_bomb_first_select
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NUM_HINTS
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};
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extern const char *g_pszHintMessages[];
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// HINT_xxx bits to clear when the round restarts
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#define HINT_MASK_SPAWN_CLEAR ( 1 << HINT_FRIEND_KILLED )
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// criteria for when a weapon model wants to use an alt model
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#define ALTWPN_CRITERIA_NONE 0
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#define ALTWPN_CRITERIA_FIRING (1 << 0)
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#define ALTWPN_CRITERIA_RELOADING (1 << 1)
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#define ALTWPN_CRITERIA_DEPLOYED (1 << 2)
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#define ALTWPN_CRITERIA_DEPLOYED_RELOAD (1 << 3)
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#define ALTWPN_CRITERIA_PRONE (1 << 4) // player is prone
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#define ALTWPN_CRITERIA_PRONE_DEPLOYED_RELOAD (1 << 5) // player should use special alt model when prone deployed reloading
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// eject brass shells
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#define EJECTBRASS_PISTOL 0
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#define EJECTBRASS_RIFLE 1
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#define EJECTBRASS_MG 2
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#define EJECTBRASS_MG_2 3 // ?
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#define EJECTBRASS_GARANDCLIP 4
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extern const char *pszTeamAlliesClasses[];
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extern const char *pszTeamAxisClasses[];
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enum
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{
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DOD_COLLISIONGROUP_SHELLS = LAST_SHARED_COLLISION_GROUP,
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DOD_COLLISIONGROUP_BLOCKERWALL,
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};
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enum
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{
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PROGRESS_BAR_BANDAGER = 0,
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PROGRESS_BAR_BANDAGEE,
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PROGRESS_BAR_CAP, // done by objective resource
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NUM_PROGRESS_BAR_TYPES
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};
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// used for the corner cut panels in the HUD
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enum
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{
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DOD_CORNERCUT_PANEL_BOTTOMRIGHT = 0,
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DOD_CORNERCUT_PANEL_BOTTOMLEFT,
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DOD_CORNERCUT_PANEL_TOPRIGHT,
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DOD_CORNERCUT_PANEL_TOPLEFT,
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};
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enum ViewAnimationType {
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VIEW_ANIM_LINEAR_Z_ONLY,
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VIEW_ANIM_SPLINE_Z_ONLY,
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VIEW_ANIM_EXPONENTIAL_Z_ONLY,
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};
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enum BombTargetState
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{
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// invisible, not active
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BOMB_TARGET_INACTIVE=0,
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// visible, accepts planting +use
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BOMB_TARGET_ACTIVE,
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// visible, accepts disarm +use, counts down to explosion
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// if disarmed, returns to BOMB_TARGET_ACTIVE
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// if explodes, returns to BOMB_TARGET_INACTIVE
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BOMB_TARGET_ARMED,
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NUM_BOMB_TARGET_STATES
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};
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extern const char *pszWinPanelCategoryHeaders[];
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enum
|
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{
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// Season 1
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ACHIEVEMENT_DOD_THROW_BACK_GREN = 0,
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ACHIEVEMENT_DOD_CONSECUTIVE_HEADSHOTS,
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ACHIEVEMENT_DOD_MG_POSITION_STREAK,
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ACHIEVEMENT_DOD_WIN_KNIFE_FIGHT,
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ACHIEVEMENT_DOD_PLAY_CUSTOM_MAPS,
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ACHIEVEMENT_DOD_KILLS_WITH_GRENADE,
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ACHIEVEMENT_DOD_LONG_RANGE_ROCKET,
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ACHIEVEMENT_DOD_END_ROUND_KILLS,
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ACHIEVEMENT_DOD_CAP_LAST_FLAG,
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ACHIEVEMENT_DOD_USE_ENEMY_WEAPONS,
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ACHIEVEMENT_DOD_KILL_DOMINATING_MG,
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ACHIEVEMENT_DOD_COLMAR_DEFENSE,
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ACHIEVEMENT_DOD_BLOCK_CAPTURES,
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ACHIEVEMENT_DOD_JAGD_OVERTIME_CAP,
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ACHIEVEMENT_DOD_WEAPON_MASTERY,
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|
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// grinds
|
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ACHIEVEMENT_DOD_KILLS_AS_ALLIES,
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ACHIEVEMENT_DOD_KILLS_AS_AXIS,
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ACHIEVEMENT_DOD_KILLS_AS_RIFLEMAN,
|
|
ACHIEVEMENT_DOD_KILLS_AS_ASSAULT,
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|
ACHIEVEMENT_DOD_KILLS_AS_SUPPORT,
|
|
ACHIEVEMENT_DOD_KILLS_AS_SNIPER,
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ACHIEVEMENT_DOD_KILLS_AS_MG,
|
|
ACHIEVEMENT_DOD_KILLS_AS_BAZOOKAGUY,
|
|
|
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ACHIEVEMENT_DOD_KILLS_WITH_GARAND,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_THOMPSON,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_BAR,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_SPRING,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_30CAL,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_BAZOOKA,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_K98,
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|
ACHIEVEMENT_DOD_KILLS_WITH_MP40,
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|
ACHIEVEMENT_DOD_KILLS_WITH_MP44,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_K98SCOPED,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_MG42,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_PSCHRECK,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_COLT,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_P38,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_C96,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_M1CARBINE,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_AMERKNIFE,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_SPADE,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_PUNCH,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_FRAG_US,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_FRAG_GER,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_RIFLEGREN_US,
|
|
ACHIEVEMENT_DOD_KILLS_WITH_RIFLEGREN_GER,
|
|
|
|
ACHIEVEMENT_DOD_CAPTURE_GRIND,
|
|
ACHIEVEMENT_DOD_BLOCK_CAPTURES_GRIND,
|
|
ACHIEVEMENT_DOD_ROUNDS_WON_GRIND,
|
|
|
|
ACHIEVEMENT_DOD_BOMBS_PLANTED_GRIND,
|
|
ACHIEVEMENT_DOD_BOMBS_DEFUSED_GRIND,
|
|
|
|
ACHIEVEMENT_DOD_ALL_PACK_1,
|
|
|
|
ACHIEVEMENT_DOD_BEAT_THE_HEAT,
|
|
|
|
// Winter 2011
|
|
ACHIEVEMENT_DOD_COLLECT_HOLIDAY_GIFTS,
|
|
|
|
NUM_DOD_ACHIEVEMENTS
|
|
};
|
|
|
|
#define ACHIEVEMENT_NUM_CONSECUTIVE_HEADSHOTS 5
|
|
#define ACHIEVEMENT_MG_STREAK_IS_DOMINATING 8
|
|
#define ACHIEVEMENT_NUM_ENEMY_WPN_KILLS 5
|
|
#define ACHIEVEMENT_LONG_RANGE_ROCKET_DIST 1200
|
|
// other magic numbers exist inside the achievements themselves in achievements_dod.cpp
|
|
|
|
enum
|
|
{
|
|
DOD_MUZZLEFLASH_PISTOL = 0,
|
|
DOD_MUZZLEFLASH_AUTO,
|
|
DOD_MUZZLEFLASH_RIFLE,
|
|
DOD_MUZZLEFLASH_MG,
|
|
DOD_MUZZLEFLASH_ROCKET,
|
|
DOD_MUZZLEFLASH_MG42
|
|
};
|
|
|
|
#define DOD_KILLS_DOMINATION 4
|
|
|
|
// Death notice flags
|
|
#define DOD_DEATHFLAG_DOMINATION 0x0001 // killer is dominating victim
|
|
#define DOD_DEATHFLAG_REVENGE 0x0002 // killer got revenge on victim
|
|
|
|
enum
|
|
{
|
|
ACHIEVEMENT_AWARDS_NONE = 0,
|
|
ACHIEVEMENT_AWARDS_RIFLEMAN,
|
|
ACHIEVEMENT_AWARDS_ASSAULT,
|
|
ACHIEVEMENT_AWARDS_SUPPORT,
|
|
ACHIEVEMENT_AWARDS_SNIPER,
|
|
ACHIEVEMENT_AWARDS_MG,
|
|
ACHIEVEMENT_AWARDS_ROCKET,
|
|
ACHIEVEMENT_AWARDS_ALL_PACK_1,
|
|
|
|
NUM_ACHIEVEMENT_AWARDS
|
|
};
|
|
|
|
extern const char *g_pszAchievementAwards[NUM_ACHIEVEMENT_AWARDS];
|
|
extern const char *g_pszAchievementAwardMaterials_Allies[NUM_ACHIEVEMENT_AWARDS];
|
|
extern const char *g_pszAchievementAwardMaterials_Axis[NUM_ACHIEVEMENT_AWARDS];
|
|
|
|
enum DODStatType_t
|
|
{
|
|
DODSTAT_PLAYTIME = 0,
|
|
DODSTAT_ROUNDSWON,
|
|
DODSTAT_ROUNDSLOST,
|
|
DODSTAT_KILLS,
|
|
DODSTAT_DEATHS,
|
|
DODSTAT_CAPTURES,
|
|
DODSTAT_BLOCKS,
|
|
DODSTAT_BOMBSPLANTED,
|
|
DODSTAT_BOMBSDEFUSED,
|
|
DODSTAT_DOMINATIONS,
|
|
DODSTAT_REVENGES,
|
|
DODSTAT_SHOTS_HIT,
|
|
DODSTAT_SHOTS_FIRED,
|
|
DODSTAT_HEADSHOTS,
|
|
|
|
DODSTAT_MAX
|
|
};
|
|
|
|
#define DODSTAT_FIRST DODSTAT_PLAYTIME
|
|
|
|
typedef struct
|
|
{
|
|
int m_iStat[DODSTAT_MAX];
|
|
bool m_bDirty[DODSTAT_MAX];
|
|
|
|
} dod_stat_accumulator_t;
|
|
|
|
#define NUM_DOD_PLAYERCLASSES 6
|
|
|
|
#endif // DOD_SHAREDDEFS_H
|