//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #define FLAGS_DEFAULT (FCVAR_NOTIFY | FCVAR_REPLICATED) #define PASSTIME_CONVAR(NAME, STR, DESC) ConVar NAME(#NAME, #STR, FLAGS_DEFAULT, DESC) PASSTIME_CONVAR( tf_passtime_scores_per_round, 5, "Number of scores it takes to win a round. Similar to tf_flag_caps_per_round." ); PASSTIME_CONVAR( tf_passtime_ball_damping_scale, 0.01f, "" ); PASSTIME_CONVAR( tf_passtime_ball_drag_coefficient, 0.01f, "" ); PASSTIME_CONVAR( tf_passtime_ball_inertia_scale, 1.0f, "" ); PASSTIME_CONVAR( tf_passtime_ball_mass, 1.0f, "" ); PASSTIME_CONVAR( tf_passtime_ball_model, models/passtime/ball/passtime_ball.mdl, "Needs a model with collision info. Map change required." ); // TODO allow override in map PASSTIME_CONVAR( tf_passtime_ball_sphere_collision, 1, "Boolean value. If nonzero, override mdl collision with a perfect sphere collider." ); PASSTIME_CONVAR( tf_passtime_ball_sphere_radius, 7.2f, "" ); PASSTIME_CONVAR( tf_passtime_ball_reset_time, 15, "How long the ball can be neutral before being automatically reset" ); PASSTIME_CONVAR( tf_passtime_ball_rotdamping_scale, 1.0f, "Higher values will prevent the ball from rolling on the ground." ); PASSTIME_CONVAR( tf_passtime_ball_seek_range, 128, "How close players have to be for the ball to be drawn to them." ); PASSTIME_CONVAR( tf_passtime_ball_seek_speed_factor, 3f, "How fast the ball will move toward nearby players as a ratio of that player's max speed." ); PASSTIME_CONVAR( tf_passtime_ball_takedamage, 1, "Enables shooting the ball" ); PASSTIME_CONVAR( tf_passtime_ball_takedamage_force, 800.0f, "Controls how much the ball responds to being shot" ); PASSTIME_CONVAR( tf_passtime_flinch_boost, 0, "Intensity of flinch on taking damage while carrying the ball. 0 to use TF defaults." ); PASSTIME_CONVAR( tf_passtime_mode_homing_lock_sec, 1.5f, "Number of seconds the ball carrier will stay locked on to a teammate after line of sight is broken." ); PASSTIME_CONVAR( tf_passtime_mode_homing_speed, 1000.0f, "How fast the ball moves during a pass." ); PASSTIME_CONVAR( tf_passtime_overtime_idle_sec, 5, "How many seconds the ball can be idle in overtime before the round ends."); PASSTIME_CONVAR( tf_passtime_player_reticles_enemies, 1, "Controls HUD reticles for enemies. 0 = never, 1 = when carrying ball, 2 = always." ); PASSTIME_CONVAR( tf_passtime_player_reticles_friends, 2, "Controls HUD reticles for teammates. 0 = never, 1 = when carrying ball, 2 = always." ); PASSTIME_CONVAR( tf_passtime_score_crit_sec, 5.0f, "How long a scoring team's crits last." ); PASSTIME_CONVAR( tf_passtime_speedboost_on_get_ball_time, 2.0f, "How many seconds of speed boost players get when they get the ball." ); PASSTIME_CONVAR( tf_passtime_steal_on_melee, 1, "Enables melee stealing." ); PASSTIME_CONVAR( tf_passtime_teammate_steal_time, 45, "How many seconds a player can hold the ball before teammates can steal it." ); PASSTIME_CONVAR( tf_passtime_throwarc_scout, 0.1f, "" ); PASSTIME_CONVAR( tf_passtime_throwarc_soldier, 0.1f, "" ); PASSTIME_CONVAR( tf_passtime_throwarc_pyro, 0.1f, "" ); PASSTIME_CONVAR( tf_passtime_throwarc_demoman, 0.15f, "" ); PASSTIME_CONVAR( tf_passtime_throwarc_heavy, 0.175f, "" ); PASSTIME_CONVAR( tf_passtime_throwarc_engineer, 0.2f, "" ); PASSTIME_CONVAR( tf_passtime_throwarc_medic, 0.0f, "" ); PASSTIME_CONVAR( tf_passtime_throwarc_sniper, 0.0f, "" ); PASSTIME_CONVAR( tf_passtime_throwarc_spy, 0.0f, "" ); PASSTIME_CONVAR( tf_passtime_throwspeed_scout, 700.0f, "" ); PASSTIME_CONVAR( tf_passtime_throwspeed_soldier, 800.0f, "" ); PASSTIME_CONVAR( tf_passtime_throwspeed_pyro, 750.0f, "" ); PASSTIME_CONVAR( tf_passtime_throwspeed_demoman, 850.0f, "" ); PASSTIME_CONVAR( tf_passtime_throwspeed_heavy, 850.0f, "" ); PASSTIME_CONVAR( tf_passtime_throwspeed_engineer, 850.0f, "" ); PASSTIME_CONVAR( tf_passtime_throwspeed_medic, 900.0f, "" ); PASSTIME_CONVAR( tf_passtime_throwspeed_sniper, 900.0f, "" ); PASSTIME_CONVAR( tf_passtime_throwspeed_spy, 900.0f, "" ); PASSTIME_CONVAR( tf_passtime_throwspeed_velocity_scale, 0.33f, "How much player velocity to add when tossing (0=none 1=100%)" ); PASSTIME_CONVAR( tf_passtime_save_stats, 0, "" ); PASSTIME_CONVAR( tf_passtime_experiment_telepass, 0, "None,\ TeleportToCatcher,\ SwapWithCatcher,\ TeleportToCatcherMaintainPossession,"); PASSTIME_CONVAR( tf_passtime_experiment_instapass_charge, 0, "" ); PASSTIME_CONVAR( tf_passtime_experiment_autopass, 0, "" ); PASSTIME_CONVAR( tf_passtime_experiment_instapass, 0, "" ); PASSTIME_CONVAR( tf_passtime_powerball_decayamount, 1, "How many points are removed are removed per decay. (must be integer)" ); PASSTIME_CONVAR( tf_passtime_powerball_decaysec, 4.5f, "How many seconds per decay when the ball is held." ); PASSTIME_CONVAR( tf_passtime_powerball_decaysec_neutral, 1.5f, "How many seconds per decay when the ball is neutral." ); PASSTIME_CONVAR( tf_passtime_powerball_passpoints, 25, "How many ball meter points are awarded for a complete pass." ); PASSTIME_CONVAR( tf_passtime_powerball_threshold, 80, "How many ball meter points it takes to unlock bonus goals." ); PASSTIME_CONVAR( tf_passtime_powerball_airtimebonus, 40, "Ball meter points added per second of time a pass is in the air." ); PASSTIME_CONVAR( tf_passtime_powerball_maxairtimebonus, 100, "Cap on extra points added by tf_passtime_powerball_airtimebonus." ); PASSTIME_CONVAR( tf_passtime_powerball_decay_delay, 10, "Number of seconds between ball reaching full charge and decay beginning." ); PASSTIME_CONVAR( tf_passtime_pack_range, 512, "How close players must be to the ball carrier to be included in the pack." ); PASSTIME_CONVAR( tf_passtime_pack_speed, 1, "When set to 1, all players near the ball carrier will move the same speed." ); PASSTIME_CONVAR( tf_passtime_pack_hp_per_sec, 2.0f, "How many HP per second pack members are healed." );