FF Diff Viewer

Comparing 2006 Base SDK to Fortress Forever 2.46

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.