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https://github.com/nillerusr/source-engine.git
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740 lines
30 KiB
C++
740 lines
30 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "cbase.h"
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#include "hl1mp_gamerules.h"
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#include "viewport_panel_names.h"
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#include "gameeventdefs.h"
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#include <KeyValues.h>
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#include "ammodef.h"
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#ifdef CLIENT_DLL
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#include "hl1/c_hl1mp_player.h"
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#else
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#include "eventqueue.h"
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#include "player.h"
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#include "gamerules.h"
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#include "game.h"
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#include "items.h"
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#include "entitylist.h"
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#include "in_buttons.h"
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#include <ctype.h>
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#include "voice_gamemgr.h"
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#include "iscorer.h"
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#include "hl1mp_player.h"
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#include "team.h"
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#include "voice_gamemgr.h"
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#ifdef DEBUG
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#include "hl1mp_bot_temp.h"
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#endif
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ConVar sv_hl1mp_weapon_respawn_time( "sv_hl1mp_weapon_respawn_time", "20", FCVAR_GAMEDLL | FCVAR_NOTIFY );
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ConVar sv_hl1mp_item_respawn_time( "sv_hl1mp_item_respawn_time", "30", FCVAR_GAMEDLL | FCVAR_NOTIFY );
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extern ConVar mp_chattime;
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extern CBaseEntity *g_pLastCombineSpawn;
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extern CBaseEntity *g_pLastRebelSpawn;
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//#define WEAPON_MAX_DISTANCE_FROM_SPAWN 64
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#endif
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REGISTER_GAMERULES_CLASS( CHL1MPRules );
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BEGIN_NETWORK_TABLE_NOBASE( CHL1MPRules, DT_HL1MPRules )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_bTeamPlayEnabled ) ),
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#else
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SendPropBool( SENDINFO( m_bTeamPlayEnabled ) ),
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#endif
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( hl1mp_gamerules, CHL1MPGameRulesProxy );
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IMPLEMENT_NETWORKCLASS_ALIASED( HL1MPGameRulesProxy, DT_HL1MPGameRulesProxy )
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#ifdef CLIENT_DLL
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void RecvProxy_HL1MPRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
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{
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CHL1MPRules *pRules = HL1MPRules();
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Assert( pRules );
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*pOut = pRules;
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}
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BEGIN_RECV_TABLE( CHL1MPGameRulesProxy, DT_HL1MPGameRulesProxy )
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RecvPropDataTable( "hl1mp_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_HL1MPRules ), RecvProxy_HL1MPRules )
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END_RECV_TABLE()
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#else
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void* SendProxy_HL1MPRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
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{
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CHL1MPRules *pRules = HL1MPRules();
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Assert( pRules );
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return pRules;
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}
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BEGIN_SEND_TABLE( CHL1MPGameRulesProxy, DT_HL1MPGameRulesProxy )
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SendPropDataTable( "hl1mp_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_HL1MPRules ), SendProxy_HL1MPRules )
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END_SEND_TABLE()
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#endif
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#ifndef CLIENT_DLL
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#if 0
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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 )
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{
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return ( pListener->GetTeamNumber() == pTalker->GetTeamNumber() );
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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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#ifdef DEBUG
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// Handler for the "bot" command.
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void Bot_f()
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{
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// Look at -count.
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int count = 1;
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count = clamp( count, 1, 16 );
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int iTeam = 0;
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// Look at -frozen.
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bool bFrozen = false;
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// Ok, spawn all the bots.
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while ( --count >= 0 )
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{
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BotPutInServer( bFrozen, iTeam );
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}
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}
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ConCommand cc_Bot( "bot", Bot_f, "Add a bot.", FCVAR_CHEAT );
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#endif
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#endif
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CHL1MPRules::CHL1MPRules()
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{
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#ifndef CLIENT_DLL
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m_bTeamPlayEnabled = teamplay.GetBool();
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if ( IsTeamplay() )
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{
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// Create basic server teams
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CTeam *pTeam = static_cast<CTeam*>(CreateEntityByName( "team_manager" ));
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pTeam->Init( "Unassigned", 0 );
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g_Teams.AddToTail( pTeam );
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pTeam = static_cast<CTeam*>(CreateEntityByName( "team_manager" ));
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pTeam->Init( "Spectator", 1 );
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g_Teams.AddToTail( pTeam );
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char *pName;
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char szTeamlist[TEAMPLAY_TEAMLISTLENGTH];
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// loop through all teams, recounting everything
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int num_teams = 0;
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// Copy all of the teams from the teamlist
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// make a copy because strtok is destructive
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Q_strncpy( szTeamlist, teamlist.GetString(), sizeof(teamlist) );
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pName = szTeamlist;
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pName = strtok( pName, "," );
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while ( pName != NULL && *pName )
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{
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if ( GetTeamIndex( pName ) < 0 )
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{
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// create team
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pTeam = static_cast<CTeam*>(CreateEntityByName( "team_manager" ));
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pTeam->Init( pName, num_teams + 2 );
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g_Teams.AddToTail( pTeam );
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num_teams++;
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}
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pName = strtok( NULL, "," );
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}
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// Manually create teams
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if ( num_teams == 0 )
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{
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pTeam = static_cast<CTeam*>(CreateEntityByName( "team_manager" ) );
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pTeam->Init( "robo", num_teams + 2 );
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g_Teams.AddToTail( pTeam );
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num_teams++;
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pTeam = static_cast<CTeam*>(CreateEntityByName( "team_manager" ) );
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pTeam->Init( "hgrunt", num_teams + 2 );
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g_Teams.AddToTail( pTeam );
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num_teams++;
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}
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}
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#endif
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}
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CHL1MPRules::~CHL1MPRules( void )
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{
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#ifndef CLIENT_DLL
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// Note, don't delete each team since they are in the gEntList and will
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// automatically be deleted from there, instead.
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g_Teams.Purge();
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#endif
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}
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void CHL1MPRules::CreateStandardEntities( void )
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{
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#ifndef CLIENT_DLL
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// Create the entity that will send our data to the client.
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BaseClass::CreateStandardEntities();
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#ifdef _DEBUG
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CBaseEntity *pEnt =
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#endif
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CBaseEntity::Create( "hl1mp_gamerules", vec3_origin, vec3_angle );
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Assert( pEnt );
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#endif
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}
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float CHL1MPRules::GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType )
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{
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return BaseClass::GetAmmoDamage( pAttacker, pVictim, nAmmoType ) * GetDamageMultiplier();
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}
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float CHL1MPRules::GetDamageMultiplier( void )
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{
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if ( IsMultiplayer() )
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return sk_mp_dmg_multiplier.GetFloat();
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else
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return 1.0f;
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}
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bool CHL1MPRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
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{
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#ifndef CLIENT_DLL
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if( BaseClass::ClientCommand( pEdict, args ) )
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return true;
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CHL1MP_Player *pPlayer = (CHL1MP_Player *) pEdict;
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if ( pPlayer->ClientCommand( args ) )
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return true;
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#endif
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return false;
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}
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#ifdef CLIENT_DLL
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#else
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void CHL1MPRules::Think ( void )
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{
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CGameRules::Think();
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if ( g_fGameOver ) // someone else quit the game already
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{
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// check to see if we should change levels now
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if ( m_flIntermissionEndTime < gpGlobals->curtime )
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{
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ChangeLevel(); // intermission is over
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}
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return;
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}
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float flTimeLimit = mp_timelimit.GetFloat() * 60;
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float flFragLimit = fraglimit.GetFloat();
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if ( flTimeLimit != 0 && gpGlobals->curtime >= flTimeLimit )
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{
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GoToIntermission();
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return;
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}
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if ( flFragLimit )
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{
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if( IsTeamplay() == true )
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{
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for (int i = TEAM_SPECTATOR+1; i < GetNumberOfTeams(); i++)
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{
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if ( GetGlobalTeam(i)->GetScore() >= flFragLimit )
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{
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GoToIntermission();
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return;
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}
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}
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}
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else
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{
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// check if any player is over the frag limit
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
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if ( pPlayer && pPlayer->FragCount() >= flFragLimit )
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{
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GoToIntermission();
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return;
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}
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}
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}
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}
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// ManageObjectRelocation();
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}
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void CHL1MPRules::GoToIntermission()
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{
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#ifndef CLIENT_DLL
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if ( g_fGameOver )
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return;
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g_fGameOver = true;
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m_flIntermissionEndTime = gpGlobals->curtime + mp_chattime.GetInt();
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for ( int i = 0; i < MAX_PLAYERS; i++ )
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
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if ( !pPlayer )
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continue;
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pPlayer->ShowViewPortPanel( PANEL_SCOREBOARD );
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pPlayer->AddFlag( FL_FROZEN );
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}
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#endif
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}
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const char * CHL1MPRules::SetDefaultPlayerTeam( CBasePlayer *pPlayer )
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{
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if ( !IsTeamplay() )
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{
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CMultiplayRules::SetDefaultPlayerTeam( pPlayer );
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return "";
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}
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int clientIndex = pPlayer->entindex();
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char szTeam[128];
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Q_FileBase( engine->GetClientConVarValue( clientIndex, "cl_playermodel" ), szTeam, 128 );
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const char * team = szTeam;
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int iTeam = GetTeamIndex( team );
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if ( iTeam == -1 || !IsValidTeam( team ) )
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{
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team = TeamWithFewestPlayers();
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iTeam = GetTeamIndex(team);
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}
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pPlayer->ChangeTeam( iTeam );
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return team;
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}
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const char * CHL1MPRules::TeamWithFewestPlayers( void )
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{
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const char * szName = "";
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int iNumPlayers = 0xFFFF;
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for (int i = TEAM_SPECTATOR+1; i < GetNumberOfTeams(); i++)
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{
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if ( GetGlobalTeam(i)->GetNumPlayers() < iNumPlayers )
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{
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szName = GetGlobalTeam(i)->GetName();
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iNumPlayers = GetGlobalTeam(i)->GetNumPlayers();
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}
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}
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return szName;
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}
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void CHL1MPRules::InitHUD( CBasePlayer *pPlayer )
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{
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SetDefaultPlayerTeam( pPlayer );
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BaseClass::InitHUD( pPlayer );
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}
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void CHL1MPRules::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, bool bKill, bool bGib )
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{
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BaseClass::ChangePlayerTeam( pPlayer, pTeamName, bKill, bGib );
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}
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void CHL1MPRules::ClientSettingsChanged( CBasePlayer *pPlayer )
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{
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CHL1MP_Player *pHL1Player = ToHL1MPPlayer( pPlayer );
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if ( pHL1Player == NULL )
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return;
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// strip down to just the name
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char szTempCurrentModel[128];
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Q_FileBase( modelinfo->GetModelName( pPlayer->GetModel() ), szTempCurrentModel, 128 );
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const char *pCurrentModel = szTempCurrentModel;
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char szTempModelName[128];
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Q_FileBase( engine->GetClientConVarValue( engine->IndexOfEdict( pPlayer->edict() ), "cl_playermodel" ), szTempModelName, 128 );
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const char *szModelName = szTempModelName;
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//If we're different.
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if ( strlen( szModelName ) > 0 && stricmp( szModelName, pCurrentModel ) )
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{
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//Too soon, set the cvar back to what it was.
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//Note: this will make this function be called again
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//but since our models will match it'll just skip this whole dealio.
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if ( pHL1Player->GetNextModelChangeTime() >= gpGlobals->curtime )
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{
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char szReturnString[512];
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Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", pCurrentModel );
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engine->ClientCommand ( pHL1Player->edict(), szReturnString );
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Q_snprintf( szReturnString, sizeof( szReturnString ), "Please wait %d more seconds before trying to switch.\n", (int)(pHL1Player->GetNextModelChangeTime() - gpGlobals->curtime) );
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ClientPrint( pHL1Player, HUD_PRINTTALK, szReturnString );
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return;
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}
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if ( HL1MPRules()->IsTeamplay() == false )
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{
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pHL1Player->SetPlayerModel();
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//const char *pszCurrentModelName = modelinfo->GetModelName( pHL1Player->GetModel() );
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//char szReturnString[128];
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//Q_snprintf( szReturnString, sizeof( szReturnString ), "Your player model is: %s\n", pszCurrentModelName );
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//Printing the model path for the average player is way too verbose - ml
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//ClientPrint( pHL1Player, HUD_PRINTTALK, szReturnString );
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}
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else
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{
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int iTeam = GetTeamIndex( szModelName );
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if ( iTeam == -1 || !IsValidTeam( szModelName ) )
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{
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const char * team = TeamWithFewestPlayers();
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iTeam = GetTeamIndex( team );
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}
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pPlayer->ChangeTeam( iTeam );
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}
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}
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BaseClass::ClientSettingsChanged( pPlayer );
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}
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int CHL1MPRules::GetTeamIndex( const char * pName )
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{
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for ( int i = 0; i < GetNumberOfTeams(); i++ )
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{
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if ( strcmp( g_Teams[i]->GetName(), pName ) == 0 )
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{
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return i;
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}
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}
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return -1;
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}
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float CHL1MPRules::FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon )
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{
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if ( weaponstay.GetInt() > 0 )
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{
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// make sure it's only certain weapons
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if ( !(pWeapon->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD) )
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{
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return 0;
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}
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}
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return sv_hl1mp_weapon_respawn_time.GetInt();
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}
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float CHL1MPRules::FlItemRespawnTime( CItem *pItem )
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{
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return sv_hl1mp_item_respawn_time.GetInt();
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}
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// This is a direct rip from CHalfLife1
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void CHL1MPRules::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_NONE
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// ------------------------------------------------------------
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CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_NONE, D_NU, 0 );
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CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_PLAYER, D_NU, 0 );
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CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_HUMAN_PASSIVE, D_NU, 0 );
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CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_PLAYER_ALLY, D_NU, 0 );
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CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_PREY, D_NU, 0 );
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CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_MILITARY, D_NU, 0 );
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CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_MONSTER, D_NU, 0 );
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CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_PREDATOR, D_NU, 0 );
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CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_HUMAN_MILITARY, D_NU, 0 );
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CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_MACHINE, D_NU, 0 );
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CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
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CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
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CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_INSECT, D_NU, 0 );
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// ------------------------------------------------------------
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// > CLASS_HUMAN_PASSIVE
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// ------------------------------------------------------------
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CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_NONE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_PLAYER, D_LI, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_HUMAN_PASSIVE, D_LI, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_PLAYER_ALLY, D_LI, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_PREY, D_FR, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_MILITARY, D_FR, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_MONSTER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_PREDATOR, D_FR, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_HUMAN_MILITARY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_MACHINE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_INSECT, D_NU, 0 );
|
|
|
|
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_PLAYER
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_NONE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_PLAYER, D_LI, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_HUMAN_PASSIVE, D_LI, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_PLAYER_ALLY, D_LI, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_PREY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_MILITARY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_MONSTER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_PREDATOR, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_HUMAN_MILITARY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_MACHINE, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_BIOWEAPON, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_PLAYER_BIOWEAPON, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_INSECT, D_NU, 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_HUMAN_PASSIVE, D_LI, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY, D_LI, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_PREY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_MILITARY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_MONSTER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_PREDATOR, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_HUMAN_MILITARY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_MACHINE, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_INSECT, D_NU, 0 );
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_ALIEN_PREY
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_NONE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_PLAYER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_PLAYER_ALLY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_HUMAN_PASSIVE, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_PREY, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_MILITARY, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_MONSTER, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_PREDATOR, D_FR, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_HUMAN_MILITARY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_MACHINE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_INSECT, D_NU, 0 );
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_ALIEN_MILITARY
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_NONE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_PLAYER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_PLAYER_ALLY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_HUMAN_PASSIVE, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_PREY, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_MILITARY, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_MONSTER, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_PREDATOR, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_HUMAN_MILITARY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_MACHINE, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_INSECT, D_NU, 0 );
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_ALIEN_MONSTER
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_NONE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_PLAYER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_PLAYER_ALLY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_HUMAN_PASSIVE, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_PREY, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_MILITARY, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_MONSTER, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_PREDATOR, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_HUMAN_MILITARY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_MACHINE, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_INSECT, D_NU, 0 );
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_ALIEN_PREDATOR
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_NONE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_PLAYER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_PLAYER_ALLY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_HUMAN_PASSIVE, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_PREY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_MILITARY, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_MONSTER, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_PREDATOR, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_HUMAN_MILITARY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_MACHINE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_INSECT, D_NU, 0 );
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_HUMAN_MILITARY
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_NONE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_PLAYER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_PLAYER_ALLY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_HUMAN_PASSIVE, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_PREY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_MILITARY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_MONSTER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_PREDATOR, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_HUMAN_MILITARY, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_MACHINE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_INSECT, D_NU, 0 );
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_MACHINE
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_NONE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_MACHINE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_PLAYER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_HUMAN_PASSIVE, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_HUMAN_MILITARY, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_MILITARY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_MONSTER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_PREY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_PREDATOR, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_PLAYER_ALLY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_BIOWEAPON, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_PLAYER_BIOWEAPON, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_INSECT, D_NU, 0 );
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_ALIEN_BIOWEAPON
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_NONE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_MACHINE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_PLAYER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_HUMAN_PASSIVE, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_HUMAN_MILITARY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_MILITARY, D_LI, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_MONSTER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_PREY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_PREDATOR, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_PLAYER_ALLY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_PLAYER_BIOWEAPON, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_INSECT, D_NU, 0 );
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_PLAYER_BIOWEAPON
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_NONE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_MACHINE, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_PLAYER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_HUMAN_PASSIVE, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_HUMAN_MILITARY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_MILITARY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_MONSTER, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_PREY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_PREDATOR, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_PLAYER_ALLY, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_BIOWEAPON, D_HT, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_INSECT, D_NU, 0 );
|
|
|
|
|
|
// ------------------------------------------------------------
|
|
// > CLASS_INSECT
|
|
// ------------------------------------------------------------
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_NONE, D_FR, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_MACHINE, D_FR, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_PLAYER, D_FR, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_HUMAN_PASSIVE, D_FR, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_HUMAN_MILITARY, D_FR, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_MILITARY, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_MONSTER, D_FR, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_PREY, D_FR, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_PREDATOR, D_FR, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_PLAYER_ALLY, D_FR, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
|
|
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_INSECT, D_NU, 0 );
|
|
}
|
|
|
|
|
|
#endif
|