game_shared/shareddefs.h
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#define WEAPON_NOCLIP -1 // clip sizes set to this tell the weapon it doesn't use a clip
#define MAX_AMMO_TYPES 32 // ???
#define MAX_AMMO_SLOTS 32 // not really slots
#define HUD_PRINTNOTIFY 1
#define HUD_PRINTCONSOLE 2
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#define WEAPON_NOCLIP -1 // clip sizes set to this tell the weapon it doesn't use a clip
#define MAX_AMMO_TYPES 8 // ???
#define MAX_AMMO_SLOTS 8 // not really slots
#define HUD_PRINTNOTIFY 1
#define HUD_PRINTCONSOLE 2
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#if defined( CSTRIKE_DLL )
#define MAX_PLAYERS 64 // Absolute max players supported
#else
#define MAX_PLAYERS 32 // Absolute max players supported
#endif
#define MAX_PLACE_NAME_LENGTH 18
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#if defined( CSTRIKE_DLL )
#define MAX_PLAYERS 64 // Absolute max players supported
#else
#define MAX_PLAYERS 22 // Absolute max players supported
#endif
#define MAX_PLACE_NAME_LENGTH 18
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#define TEAM_INVALID -1
#define TEAM_UNASSIGNED 0 // not assigned to a team
#define TEAM_SPECTATOR 1 // spectator team
#define MAX_TEAMS 32 // Max number of teams in a game
#define MAX_TEAM_NAME_LENGTH 32 // Max length of a team's name
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#define TEAM_INVALID -1
#define TEAM_UNASSIGNED 0 // not assigned to a team
#define TEAM_SPECTATOR 1 // spectator team
// BEG: Added by Mulchman
#define TEAM_BLUE 2 // blue team
#define TEAM_RED 3 // red team
#define TEAM_YELLOW 4 // yellow team
#define TEAM_GREEN 5 // green team
#define TEAM_COUNT 6 // # of teams there are
// END: Added by Mulchman
#define MAX_TEAMS 32 // Max number of teams in a game
#define MAX_TEAM_NAME_LENGTH 32 // Max length of a team's name
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#define WEAPON_IS_CARRIED_BY_PLAYER 1 // This client is carrying this weapon.
#define WEAPON_IS_ACTIVE 2 // This client is carrying this weapon and it's the currently held weapon
// -----------------------------------------
// Skill Level
// -----------------------------------------
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#define WEAPON_IS_CARRIED_BY_PLAYER 1 // This client is carrying this weapon.
#define WEAPON_IS_ACTIVE 2 // This client is carrying this weapon and it's the currently held weapon
// --> Mirv: Class defines
#define CLASS_SCOUT 1
#define CLASS_SNIPER 2
#define CLASS_SOLDIER 3
#define CLASS_DEMOMAN 4
#define CLASS_MEDIC 5
#define CLASS_HWGUY 6
#define CLASS_PYRO 7
#define CLASS_SPY 8
#define CLASS_ENGINEER 9
#define CLASS_CIVILIAN 10
// <-- Mirv: Class defines
// -----------------------------------------
// Skill Level
// -----------------------------------------
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#define TRACER_DONT_USE_ATTACHMENT -1
// Entity Dissolve types
enum
{
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#define TRACER_DONT_USE_ATTACHMENT -1
// --> Mirv: CEffect flags
#define CEFFECT_EFFECTNOTNEEDED 0x01
#define CEFFECT_SOUNDNOTNEEDED 0x02
// <-- Mirv
// Entity Dissolve types
enum
{
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#define PLAYER_MIN_BOUNCE_SPEED 173
#define PLAYER_FALL_PUNCH_THRESHOLD 303.0f // won't punch player's screen/make scrape noise unless player falling at least this fast - at least a 76" fall (sqrt( 2 * g * 76))
#else
#define PLAYER_FATAL_FALL_SPEED 1024 // approx 60 feet
#define PLAYER_MAX_SAFE_FALL_SPEED 580 // approx 20 feet
#define PLAYER_LAND_ON_FLOATING_OBJECT 200 // Can go another 200 units without getting hurt
#define PLAYER_MIN_BOUNCE_SPEED 200
#define PLAYER_FALL_PUNCH_THRESHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast.
#endif
#define DAMAGE_FOR_FALL_SPEED 100.0f / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED ) // damage per unit per second.
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#define PLAYER_MIN_BOUNCE_SPEED 173
#define PLAYER_FALL_PUNCH_THRESHOLD 303.0f // won't punch player's screen/make scrape noise unless player falling at least this fast - at least a 76" fall (sqrt( 2 * g * 76))
#else
// --> Mirv: Changed fall speed limits
#define PLAYER_FATAL_FALL_SPEED 1024 // This is a kind of arbitary figure
#define PLAYER_MAX_SAFE_FALL_SPEED 640 // Just a bit more than the 2fort balc drop
#define PLAYER_LAND_ON_FLOATING_OBJECT 200 // Can go another 200 units without getting hurt
#define PLAYER_MIN_BOUNCE_SPEED 200
#define PLAYER_FALL_PUNCH_THRESHOLD (float)490 // Won't punch player's screen/make scrape noise unless player falling at least this fast.
// <-- Mirv: Changed fall speed limits
#endif
#define DAMAGE_FOR_FALL_SPEED 100.0f / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED ) // damage per unit per second.