mirror of
https://github.com/nillerusr/source-engine.git
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262 lines
7.4 KiB
C++
262 lines
7.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Shared CS definitions.
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//
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//=============================================================================//
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#ifndef CS_SHAREDDEFS_H
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#define CS_SHAREDDEFS_H
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#ifdef _WIN32
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#pragma once
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#endif
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/*======================*/
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// Menu stuff //
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/*======================*/
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#include <game/client/iviewport.h>
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//=============================================================================
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// HPE_BEGIN:
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// Including Achievement ID Definitions
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//=============================================================================
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#include "cs_achievementdefs.h"
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//=============================================================================
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// HPE_END
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//=============================================================================
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// CS-specific viewport panels
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#define PANEL_CLASS_CT "class_ct"
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#define PANEL_CLASS_TER "class_ter"
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// Buy sub menus
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#define MENU_PISTOL "menu_pistol"
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#define MENU_SHOTGUN "menu_shotgun"
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#define MENU_RIFLE "menu_rifle"
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#define MENU_SMG "menu_smg"
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#define MENU_MACHINEGUN "menu_mg"
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#define MENU_EQUIPMENT "menu_equip"
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#define MAX_HOSTAGES 12
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#define MAX_HOSTAGE_RESCUES 4
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#define CSTRIKE_DEFAULT_AVATAR "avatar_default_64"
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#define CSTRIKE_DEFAULT_T_AVATAR "avatar_default-t_64"
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#define CSTRIKE_DEFAULT_CT_AVATAR "avatar_default_64"
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extern const float CS_PLAYER_SPEED_RUN;
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extern const float CS_PLAYER_SPEED_VIP;
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extern const float CS_PLAYER_SPEED_WALK;
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extern const float CS_PLAYER_SPEED_SHIELD;
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extern const float CS_PLAYER_SPEED_STOPPED;
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extern const float CS_PLAYER_SPEED_OBSERVER;
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extern const float CS_PLAYER_SPEED_DUCK_MODIFIER;
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extern const float CS_PLAYER_SPEED_WALK_MODIFIER;
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extern const float CS_PLAYER_SPEED_CLIMB_MODIFIER;
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template< class T >
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class CUtlVectorInitialized : public CUtlVector< T >
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{
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public:
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CUtlVectorInitialized( T* pMemory, int numElements ) : CUtlVector< T >( pMemory, numElements )
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{
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this->SetSize( numElements );
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}
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};
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extern CUtlVectorInitialized< const char * > CTPlayerModels;
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extern CUtlVectorInitialized< const char * > TerroristPlayerModels;
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// These go in CCSPlayer::m_iAddonBits and get sent to the client so it can create
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// grenade models hanging off players.
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#define ADDON_FLASHBANG_1 0x001
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#define ADDON_FLASHBANG_2 0x002
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#define ADDON_HE_GRENADE 0x004
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#define ADDON_SMOKE_GRENADE 0x008
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#define ADDON_C4 0x010
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#define ADDON_DEFUSEKIT 0x020
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#define ADDON_PRIMARY 0x040
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#define ADDON_PISTOL 0x080
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#define ADDON_PISTOL2 0x100
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#define NUM_ADDON_BITS 9
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// Indices of each weapon slot.
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#define WEAPON_SLOT_RIFLE 0 // (primary slot)
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#define WEAPON_SLOT_PISTOL 1 // (secondary slot)
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#define WEAPON_SLOT_KNIFE 2
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#define WEAPON_SLOT_GRENADES 3
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#define WEAPON_SLOT_C4 4
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#define WEAPON_SLOT_FIRST 0
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#define WEAPON_SLOT_LAST 4
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// CS Team IDs.
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#define TEAM_TERRORIST 2
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#define TEAM_CT 3
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#define TEAM_MAXCOUNT 4 // update this if we ever add teams (unlikely)
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#define MAX_CLAN_TAG_LENGTH 16 // max for new tags is actually 12, this allows some backward compat.
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//=============================================================================
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// HPE_BEGIN:
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// [menglish] CS specific death animation time now that freeze cam is implemented
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// in order to linger on the players body less
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// [tj] The number of times you must kill a given player to be dominating them
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// [menglish] Flags to use upon player death
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//=============================================================================
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// [menglish] CS specific death animation time now that freeze cam is implemented
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// in order to linger on the players body less
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#define CS_DEATH_ANIMATION_TIME 0.8
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// [tj] The number of times you must kill a given player to be dominating them
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// Should always be more than 1
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#define CS_KILLS_FOR_DOMINATION 4
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#define CS_DEATH_DOMINATION 0x0001 // killer is dominating victim
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#define CS_DEATH_REVENGE 0x0002 // killer got revenge on victim
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//=============================================================================
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// HPE_END
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//=============================================================================
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//--------------
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// CSPort Specific damage flags
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//--------------
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#define DMG_HEADSHOT (DMG_LASTGENERICFLAG<<1)
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// The various states the player can be in during the join game process.
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enum CSPlayerState
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{
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// Happily running around in the game.
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// You can't move though if CSGameRules()->IsFreezePeriod() returns true.
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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_WAIT_FOR_KEY, // 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 e_RoundEndReason
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{
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Invalid_Round_End_Reason = -1,
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Target_Bombed,
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VIP_Escaped,
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VIP_Assassinated,
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Terrorists_Escaped,
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CTs_PreventEscape,
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Escaping_Terrorists_Neutralized,
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Bomb_Defused,
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CTs_Win,
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Terrorists_Win,
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Round_Draw,
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All_Hostages_Rescued,
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Target_Saved,
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Hostages_Not_Rescued,
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Terrorists_Not_Escaped,
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VIP_Not_Escaped,
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Game_Commencing,
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RoundEndReason_Count
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};
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#define PUSHAWAY_THINK_INTERVAL (1.0f / 20.0f)
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enum
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{
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CS_CLASS_NONE=0,
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// Terrorist classes (keep in sync with FIRST_T_CLASS/LAST_T_CLASS).
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CS_CLASS_PHOENIX_CONNNECTION,
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CS_CLASS_L337_KREW,
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CS_CLASS_ARCTIC_AVENGERS,
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CS_CLASS_GUERILLA_WARFARE,
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// CT classes (keep in sync with FIRST_CT_CLASS/LAST_CT_CLASS).
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CS_CLASS_SEAL_TEAM_6,
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CS_CLASS_GSG_9,
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CS_CLASS_SAS,
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CS_CLASS_GIGN,
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CS_NUM_CLASSES
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};
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//=============================================================================
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// HPE_BEGIN:
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// [menglish] List of equipment dropped by players with freeze panel callouts
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//=============================================================================
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enum
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{
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DROPPED_C4,
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DROPPED_DEFUSE,
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DROPPED_WEAPON,
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DROPPED_GRENADE, // This could be an HE greande, flashbang, or smoke
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DROPPED_COUNT
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};
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//=============================================================================
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// HPE_END
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//=============================================================================
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//=============================================================================
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//
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// MVP reasons
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//
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enum CSMvpReason_t
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{
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CSMVP_UNDEFINED = 0,
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CSMVP_ELIMINATION,
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CSMVP_BOMBPLANT,
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CSMVP_BOMBDEFUSE,
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CSMVP_HOSTAGERESCUE,
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};
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// Keep these in sync with CSClasses.
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#define FIRST_T_CLASS CS_CLASS_PHOENIX_CONNNECTION
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#define LAST_T_CLASS CS_CLASS_GUERILLA_WARFARE
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#define FIRST_CT_CLASS CS_CLASS_SEAL_TEAM_6
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#define LAST_CT_CLASS CS_CLASS_GIGN
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#define CS_MUZZLEFLASH_NONE -1
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#define CS_MUZZLEFLASH_NORM 0
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#define CS_MUZZLEFLASH_X 1
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class CCSClassInfo
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{
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public:
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const char *m_pClassName;
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};
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const CCSClassInfo* GetCSClassInfo( int i );
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extern const char *pszWinPanelCategoryHeaders[];
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#endif // CS_SHAREDDEFS_H
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