//========= Copyright Valve Corporation, All rights reserved. ============// // // NOTE: Inserting to most or all of the enums in this file will BREAK DEMOS - // please add to the end instead. // //============================================================================= #ifndef TF_SHAREDDEFS_H #define TF_SHAREDDEFS_H #ifdef _WIN32 #pragma once #endif #include "shareddefs.h" #include "mp_shareddefs.h" #include "tf_matchmaking_shared.h" // Using MAP_DEBUG mode? #ifdef MAP_DEBUG #define MDEBUG(x) x #else #define MDEBUG(x) #endif #define MAX_MVM_WAVE_STRING 256 //----------------------------------------------------------------------------- // Teams. //----------------------------------------------------------------------------- enum { TF_TEAM_RED = LAST_SHARED_TEAM+1, TF_TEAM_BLUE, TF_TEAM_COUNT }; #define TF_TEAM_AUTOASSIGN (TF_TEAM_COUNT + 1 ) #define TF_TEAM_HALLOWEEN TF_TEAM_AUTOASSIGN #define TF_TEAM_PVE_INVADERS TF_TEAM_BLUE // invading bot team in mann vs machine #define TF_TEAM_PVE_DEFENDERS TF_TEAM_RED // defending player team in mann vs machine #define TF_TEAM_PVE_INVADERS_GIANTS 4 // hack for replacing visuals via itemdef extern const char *g_aTeamNames[TF_TEAM_COUNT]; extern color32 g_aTeamColors[TF_TEAM_COUNT]; #define COLOR_TF_SPECTATOR Color( 245, 229, 196, 255 ) #define COLOR_TF_RED Color( 175, 73, 73, 255 ) #define COLOR_TF_BLUE Color( 79, 117, 143, 255 ) #define CONTENTS_REDTEAM CONTENTS_TEAM1 #define CONTENTS_BLUETEAM CONTENTS_TEAM2 enum { TF_ARENA_NOTIFICATION_CAREFUL = 0, TF_ARENA_NOTIFICATION_SITOUT, TF_ARENA_NOTIFICATION_NOPLAYERS, }; // Team roles enum { TEAM_ROLE_NONE = 0, TEAM_ROLE_DEFENDERS, TEAM_ROLE_ATTACKERS, NUM_TEAM_ROLES, }; enum HalloweenBossType { HALLOWEEN_BOSS_INVALID = 0, HALLOWEEN_BOSS_HHH = 1, HALLOWEEN_BOSS_MONOCULUS = 2, HALLOWEEN_BOSS_MERASMUS = 3, }; // common utility inline int GetEnemyTeam( int team ) { if ( team == TF_TEAM_RED ) return TF_TEAM_BLUE; if ( team == TF_TEAM_BLUE ) return TF_TEAM_RED; // no enemy team return team; } // Is this a active in-game team, vs spectator/unassigned/special-values/etc. inline bool BIsGameTeam( int team ) { return team >= FIRST_GAME_TEAM; } inline bool BAreTeamsEnemies( int team, int otherTeam ) { // Right now all game teams are enemies in TF -- We may want to change this in the future for special mechanics/etc. return BIsGameTeam( team ) && BIsGameTeam( otherTeam ) && team != otherTeam; } enum PowerupBottleType_t { POWERUP_BOTTLE_NONE, POWERUP_BOTTLE_CRITBOOST, POWERUP_BOTTLE_UBERCHARGE, POWERUP_BOTTLE_RECALL, POWERUP_BOTTLE_REFILL_AMMO, POWERUP_BOTTLE_BUILDINGS_INSTANT_UPGRADE, POWERUP_BOTTLE_RADIUS_STEALTH, #ifdef STAGING_ONLY POWERUP_BOTTLE_SEE_CASH_THROUGH_WALL, #endif POWERUP_BOTTLE_TOTAL }; enum { MVM_EVENT_POPFILE_NONE = 0, MVM_EVENT_POPFILE_HALLOWEEN, MVM_EVENT_POPFILE_MAX_TYPES, }; enum { DRAW_ARROW_UP, DRAW_ARROW_LEFT, DRAW_ARROW_RIGHT }; //----------------------------------------------------------------------------- // CVar replacements //----------------------------------------------------------------------------- #define TF_DAMAGE_CRIT_CHANCE 0.02f #define TF_DAMAGE_CRIT_CHANCE_RAPID 0.02f #define TF_DAMAGE_CRIT_DURATION_RAPID 2.0f #define TF_DAMAGE_CRIT_CHANCE_MELEE 0.15f #define TF_DAMAGE_CRITMOD_MAXTIME 20 #define TF_DAMAGE_CRITMOD_MINTIME 2 #define TF_DAMAGE_CRITMOD_DAMAGE 800 #define TF_DAMAGE_CRITMOD_MAXMULT 6 #define TF_DAMAGE_CRIT_MULTIPLIER 3.0f #define TF_DAMAGE_MINICRIT_MULTIPLIER 1.35f //----------------------------------------------------------------------------- // TF-specific viewport panels //----------------------------------------------------------------------------- #define PANEL_CLASS_BLUE "class_blue" #define PANEL_CLASS_RED "class_red" #define PANEL_MAPINFO "mapinfo" #define PANEL_ROUNDINFO "roundinfo" #define PANEL_CHARACTER_INFO "character_info" #define PANEL_ARENA_WIN "arenawinpanel" #define PANEL_ARENA_TEAM "arenateampanel" #define PANEL_PVE_WIN "pvewinpanel" #define PANEL_GIVEAWAY_ITEM "giveaway_item" #define PANEL_MAINMENUOVERRIDE "MainMenuOverride" #define PANEL_QUEST_LOG "QuestLog" // file we'll save our list of viewed intro movies in #define MOVIES_FILE "viewed.res" #define TF_WEAPON_TAUNT_FRONTIER_JUSTICE_GUITAR_MODEL "models/player/items/engineer/guitar.mdl" //----------------------------------------------------------------------------- // Used in calculating the health percentage of a player //----------------------------------------------------------------------------- #define TF_HEALTH_UNDEFINED 1 //----------------------------------------------------------------------------- // Used to mark a spy's disguise attribute (team or class) as "unused" //----------------------------------------------------------------------------- #define TF_SPY_UNDEFINED TEAM_UNASSIGNED //----------------------------------------------------------------------------- // Player Classes. //----------------------------------------------------------------------------- #define TF_CLASS_COUNT ( TF_CLASS_COUNT_ALL ) #define TF_FIRST_NORMAL_CLASS ( TF_CLASS_UNDEFINED + 1 ) #define TF_LAST_NORMAL_CLASS ( TF_CLASS_CIVILIAN ) #define TF_CLASS_MENU_BUTTONS ( TF_CLASS_RANDOM + 1 ) enum { TF_CLASS_UNDEFINED = 0, TF_CLASS_SCOUT, // TF_FIRST_NORMAL_CLASS TF_CLASS_SNIPER, TF_CLASS_SOLDIER, TF_CLASS_DEMOMAN, TF_CLASS_MEDIC, TF_CLASS_HEAVYWEAPONS, TF_CLASS_PYRO, TF_CLASS_SPY, TF_CLASS_ENGINEER, // Add any new classes after Engineer TF_CLASS_CIVILIAN, // TF_LAST_NORMAL_CLASS TF_CLASS_COUNT_ALL, TF_CLASS_RANDOM }; inline bool IsValidTFPlayerClass( int iClass ) { return iClass >= TF_FIRST_NORMAL_CLASS && iClass < TF_LAST_NORMAL_CLASS; } inline bool IsValidTFTeam( int iTeam ) { return iTeam == TF_TEAM_RED || iTeam == TF_TEAM_BLUE; } #define FOR_EACH_NORMAL_PLAYER_CLASS( _i ) for ( int _i = TF_FIRST_NORMAL_CLASS; _i < TF_LAST_NORMAL_CLASS; _i++ ) extern const char *g_aPlayerClassNames[TF_CLASS_MENU_BUTTONS]; // localization keys extern const char *g_aPlayerClassNames_NonLocalized[TF_CLASS_MENU_BUTTONS]; // non-localized class names extern const char *g_aRawPlayerClassNamesShort[TF_CLASS_MENU_BUTTONS]; // raw class names, useful for formatting resource/material filenames - "heavy" instead of "heavyweapons" and "demo" instead of "demoman" extern const char *g_aRawPlayerClassNames[TF_CLASS_MENU_BUTTONS]; // raw class names, useful for formatting resource/material filenames extern const char g_szPlayerRobotModels[TF_LAST_NORMAL_CLASS][ MAX_PATH ]; extern const char g_szBotModels[TF_LAST_NORMAL_CLASS][ MAX_PATH ]; extern const char g_szBotBossModels[TF_LAST_NORMAL_CLASS][ MAX_PATH ]; extern const char g_szBotBossSentryBusterModel[ MAX_PATH ]; extern const char g_szRomePromoItems_Hat[TF_LAST_NORMAL_CLASS][ MAX_PATH ]; extern const char g_szRomePromoItems_Misc[TF_LAST_NORMAL_CLASS][ MAX_PATH ]; int GetClassIndexFromString( const char *pClassName, int nLastClassIndex = TF_LAST_NORMAL_CLASS ); // menu buttons are not in the same order as the defines extern int iRemapIndexToClass[TF_CLASS_MENU_BUTTONS]; int GetRemappedMenuIndexForClass( int iClass ); extern const char *g_pszBreadModels[]; //----------------------------------------------------------------------------- // For entity_capture_flags to use when placed in the world // NOTE: Inserting to most or all of the enums in this file will BREAK DEMOS - // please add to the end instead. //----------------------------------------------------------------------------- enum ETFFlagType { TF_FLAGTYPE_CTF = 0, TF_FLAGTYPE_ATTACK_DEFEND, TF_FLAGTYPE_TERRITORY_CONTROL, TF_FLAGTYPE_INVADE, TF_FLAGTYPE_RESOURCE_CONTROL, TF_FLAGTYPE_ROBOT_DESTRUCTION, TF_FLAGTYPE_PLAYER_DESTRUCTION // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // }; //----------------------------------------------------------------------------- // For the game rules to determine which type of game we're playing // // NOTE: Inserting to most or all of the enums in this file will BREAK DEMOS - // please add to the end instead. //----------------------------------------------------------------------------- enum ETFGameType { TF_GAMETYPE_UNDEFINED = 0, TF_GAMETYPE_CTF, TF_GAMETYPE_CP, TF_GAMETYPE_ESCORT, TF_GAMETYPE_ARENA, TF_GAMETYPE_MVM, TF_GAMETYPE_RD, TF_GAMETYPE_PASSTIME, TF_GAMETYPE_PD, // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // TF_GAMETYPE_COUNT }; const char *GetGameTypeName( ETFGameType gameType ); const char *GetEnumGameTypeName( ETFGameType gameType ); ETFGameType GetGameTypeFromName( const char *pszGameType ); //============================================================================= // HPE_BEGIN: // [msmith] Added a HUD type so that we can have the hud independent from the // game type. This is useful in training where we want a training hud // Instead of the other types of HUD. //============================================================================= enum { TF_HUDTYPE_UNDEFINED = 0, TF_HUDTYPE_CTF, TF_HUDTYPE_CP, TF_HUDTYPE_ESCORT, TF_HUDTYPE_ARENA, TF_HUDTYPE_TRAINING, // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // }; //============================================================================= // HPE_END //============================================================================= //----------------------------------------------------------------------------- // Buildings. //----------------------------------------------------------------------------- enum { TF_BUILDING_SENTRY = (1<<0), TF_BUILDING_DISPENSER = (1<<1), TF_BUILDING_TELEPORT = (1<<2), // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // }; //----------------------------------------------------------------------------- // Items. //----------------------------------------------------------------------------- enum { TF_ITEM_UNDEFINED = 0, TF_ITEM_CAPTURE_FLAG = (1<<0), TF_ITEM_HEALTH_KIT = (1<<1), TF_ITEM_ARMOR = (1<<2), TF_ITEM_AMMO_PACK = (1<<3), TF_ITEM_GRENADE_PACK = (1<<4), // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // }; //----------------------------------------------------------------------------- // Ammo. //----------------------------------------------------------------------------- enum ETFAmmoType { TF_AMMO_DUMMY = 0, // Dummy index to make the CAmmoDef indices correct for the other ammo types. TF_AMMO_PRIMARY, TF_AMMO_SECONDARY, TF_AMMO_METAL, TF_AMMO_GRENADES1, TF_AMMO_GRENADES2, TF_AMMO_GRENADES3, // Utility Slot Grenades TF_AMMO_COUNT, // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // }; const char *GetAmmoName( int iAmmoType ); //----------------------------------------------------------------------------- // Weapons. //----------------------------------------------------------------------------- #define TF_PLAYER_WEAPON_COUNT 6 #define TF_PLAYER_GRENADE_COUNT 2 #define TF_PLAYER_BUILDABLE_COUNT 3 #define TF_PLAYER_BLUEPRINT_COUNT 6 #define TF_WEAPON_PRIMARY_MODE 0 #define TF_WEAPON_SECONDARY_MODE 1 #define TF_WEAPON_GRENADE_FRICTION 0.6f #define TF_WEAPON_GRENADE_GRAVITY 0.81f #define TF_WEAPON_GRENADE_INITPRIME 0.8f #define TF_WEAPON_GRENADE_CONCUSSION_TIME 15.0f #define TF_WEAPON_GRENADE_MIRV_BOMB_COUNT 4 #define TF_WEAPON_GRENADE_CALTROP_TIME 8.0f #define TF_WEAPON_PIPEBOMB_WORLD_COUNT 15 #define TF_WEAPON_PIPEBOMB_COUNT 8 #define TF_WEAPON_PIPEBOMB_INTERVAL 0.6f #define TF_WEAPON_ROCKET_INTERVAL 0.8f #define TF_WEAPON_FLAMETHROWER_INTERVAL 0.15f #define TF_WEAPON_FLAMETHROWER_ROCKET_INTERVAL 0.8f #define TF_WEAPON_ZOOM_FOV 20 // // NOTE: Inserting to most or all of the enums in this file will BREAK DEMOS - // please add to the end instead. // enum ETFWeaponType { TF_WEAPON_NONE = 0, TF_WEAPON_BAT, TF_WEAPON_BAT_WOOD, TF_WEAPON_BOTTLE, TF_WEAPON_FIREAXE, TF_WEAPON_CLUB, TF_WEAPON_CROWBAR, TF_WEAPON_KNIFE, TF_WEAPON_FISTS, TF_WEAPON_SHOVEL, TF_WEAPON_WRENCH, TF_WEAPON_BONESAW, TF_WEAPON_SHOTGUN_PRIMARY, TF_WEAPON_SHOTGUN_SOLDIER, TF_WEAPON_SHOTGUN_HWG, TF_WEAPON_SHOTGUN_PYRO, TF_WEAPON_SCATTERGUN, TF_WEAPON_SNIPERRIFLE, TF_WEAPON_MINIGUN, TF_WEAPON_SMG, TF_WEAPON_SYRINGEGUN_MEDIC, TF_WEAPON_TRANQ, TF_WEAPON_ROCKETLAUNCHER, TF_WEAPON_GRENADELAUNCHER, TF_WEAPON_PIPEBOMBLAUNCHER, TF_WEAPON_FLAMETHROWER, TF_WEAPON_GRENADE_NORMAL, TF_WEAPON_GRENADE_CONCUSSION, TF_WEAPON_GRENADE_NAIL, TF_WEAPON_GRENADE_MIRV, TF_WEAPON_GRENADE_MIRV_DEMOMAN, TF_WEAPON_GRENADE_NAPALM, TF_WEAPON_GRENADE_GAS, TF_WEAPON_GRENADE_EMP, TF_WEAPON_GRENADE_CALTROP, TF_WEAPON_GRENADE_PIPEBOMB, TF_WEAPON_GRENADE_SMOKE_BOMB, TF_WEAPON_GRENADE_HEAL, TF_WEAPON_GRENADE_STUNBALL, TF_WEAPON_GRENADE_JAR, TF_WEAPON_GRENADE_JAR_MILK, TF_WEAPON_PISTOL, TF_WEAPON_PISTOL_SCOUT, TF_WEAPON_REVOLVER, TF_WEAPON_NAILGUN, TF_WEAPON_PDA, TF_WEAPON_PDA_ENGINEER_BUILD, TF_WEAPON_PDA_ENGINEER_DESTROY, TF_WEAPON_PDA_SPY, TF_WEAPON_BUILDER, TF_WEAPON_MEDIGUN, TF_WEAPON_GRENADE_MIRVBOMB, TF_WEAPON_FLAMETHROWER_ROCKET, TF_WEAPON_GRENADE_DEMOMAN, TF_WEAPON_SENTRY_BULLET, TF_WEAPON_SENTRY_ROCKET, TF_WEAPON_DISPENSER, TF_WEAPON_INVIS, TF_WEAPON_FLAREGUN, TF_WEAPON_LUNCHBOX, TF_WEAPON_JAR, TF_WEAPON_COMPOUND_BOW, TF_WEAPON_BUFF_ITEM, TF_WEAPON_PUMPKIN_BOMB, TF_WEAPON_SWORD, TF_WEAPON_ROCKETLAUNCHER_DIRECTHIT, TF_WEAPON_LIFELINE, TF_WEAPON_LASER_POINTER, TF_WEAPON_DISPENSER_GUN, TF_WEAPON_SENTRY_REVENGE, TF_WEAPON_JAR_MILK, TF_WEAPON_HANDGUN_SCOUT_PRIMARY, TF_WEAPON_BAT_FISH, TF_WEAPON_CROSSBOW, TF_WEAPON_STICKBOMB, TF_WEAPON_HANDGUN_SCOUT_SECONDARY, TF_WEAPON_SODA_POPPER, TF_WEAPON_SNIPERRIFLE_DECAP, TF_WEAPON_RAYGUN, TF_WEAPON_PARTICLE_CANNON, TF_WEAPON_MECHANICAL_ARM, TF_WEAPON_DRG_POMSON, TF_WEAPON_BAT_GIFTWRAP, TF_WEAPON_GRENADE_ORNAMENT_BALL, TF_WEAPON_FLAREGUN_REVENGE, TF_WEAPON_PEP_BRAWLER_BLASTER, TF_WEAPON_CLEAVER, TF_WEAPON_GRENADE_CLEAVER, TF_WEAPON_STICKY_BALL_LAUNCHER, TF_WEAPON_GRENADE_STICKY_BALL, TF_WEAPON_SHOTGUN_BUILDING_RESCUE, TF_WEAPON_CANNON, TF_WEAPON_THROWABLE, TF_WEAPON_GRENADE_THROWABLE, TF_WEAPON_PDA_SPY_BUILD, TF_WEAPON_GRENADE_WATERBALLOON, TF_WEAPON_HARVESTER_SAW, TF_WEAPON_SPELLBOOK, TF_WEAPON_SPELLBOOK_PROJECTILE, TF_WEAPON_SNIPERRIFLE_CLASSIC, TF_WEAPON_PARACHUTE, TF_WEAPON_GRAPPLINGHOOK, TF_WEAPON_PASSTIME_GUN, #ifdef STAGING_ONLY TF_WEAPON_SNIPERRIFLE_REVOLVER, #endif TF_WEAPON_CHARGED_SMG, // // ADD NEW WEAPONS HERE TO AVOID BREAKING DEMOS // TF_WEAPON_COUNT }; extern const char *g_aWeaponNames[TF_WEAPON_COUNT]; extern int g_aWeaponDamageTypes[TF_WEAPON_COUNT]; int GetWeaponId( const char *pszWeaponName ); #ifdef GAME_DLL int GetWeaponFromDamage( const CTakeDamageInfo &info ); #endif int GetBuildableId( const char *pszBuildableName ); const char *WeaponIdToAlias( int iWeapon ); // Only TF specific classes that derives from CBaseProjectile should OVERRIDE GetBaseProjectileType() enum BaseProjectileType_t { TF_BASE_PROJECTILE_GRENADE, // CTFWeaponBaseGrenadeProj // add new entries here! }; // Item definitions look into this array by hard-coded indices, so do not add entries // anywhere except the end! enum ProjectileType_t { TF_PROJECTILE_NONE, TF_PROJECTILE_BULLET, TF_PROJECTILE_ROCKET, TF_PROJECTILE_PIPEBOMB, TF_PROJECTILE_PIPEBOMB_REMOTE, TF_PROJECTILE_SYRINGE, TF_PROJECTILE_FLARE, TF_PROJECTILE_JAR, TF_PROJECTILE_ARROW, TF_PROJECTILE_FLAME_ROCKET, TF_PROJECTILE_JAR_MILK, TF_PROJECTILE_HEALING_BOLT, TF_PROJECTILE_ENERGY_BALL, TF_PROJECTILE_ENERGY_RING, TF_PROJECTILE_PIPEBOMB_PRACTICE, TF_PROJECTILE_CLEAVER, TF_PROJECTILE_STICKY_BALL, TF_PROJECTILE_CANNONBALL, TF_PROJECTILE_BUILDING_REPAIR_BOLT, TF_PROJECTILE_FESTIVE_ARROW, TF_PROJECTILE_THROWABLE, TF_PROJECTILE_SPELL, TF_PROJECTILE_FESTIVE_JAR, TF_PROJECTILE_FESTIVE_HEALING_BOLT, TF_PROJECTILE_BREADMONSTER_JARATE, TF_PROJECTILE_BREADMONSTER_MADMILK, TF_PROJECTILE_GRAPPLINGHOOK, TF_PROJECTILE_SENTRY_ROCKET, TF_PROJECTILE_BREAD_MONSTER, #ifdef STAGING_ONLY // STAGING ONLY TF_PROJECTILE_TRANQ, TF_PROJECTILE_SNIPERBULLET, TF_PROJECTILE_THROWING_KNIFE, TF_PROJECTILE_GRENADE_CONCUSSION, TF_PROJECTILE_GRENADE_TELEPORT, TF_PROJECTILE_MILK_BOLT, #endif // Add new entries here! TF_NUM_PROJECTILES }; extern const char *g_szProjectileNames[]; enum medigun_charge_types { MEDIGUN_CHARGE_INVALID = -1, MEDIGUN_CHARGE_INVULN = 0, MEDIGUN_CHARGE_CRITICALBOOST, MEDIGUN_CHARGE_MEGAHEAL, MEDIGUN_CHARGE_BULLET_RESIST, MEDIGUN_CHARGE_BLAST_RESIST, MEDIGUN_CHARGE_FIRE_RESIST, MEDIGUN_NUM_CHARGE_TYPES, }; enum arrow_models { MODEL_ARROW_REGULAR, MODEL_ARROW_BUILDING_REPAIR, MODEL_SNOWBALL, MODEL_FESTIVE_ARROW_REGULAR, MODEL_SYRINGE, MODEL_FESTIVE_HEALING_BOLT, MODEL_BREAD_MONSTER, MODEL_GRAPPLINGHOOK, // Staging MODEL_THROWING_KNIFE, TF_ARROW_MODEL_COUNT }; extern const char *g_pszArrowModels[]; //----------------------------------------------------------------------------- // Dead Calling Cards //----------------------------------------------------------------------------- enum death_calling_card_models { CALLING_CARD_NONE = 0, // Empty at zero CALLING_CARD_MILKMAN = 1, // Scout PolyCount Set CALLING_CARD_CROC, // Sniper PolyCount Set CALLING_CARD_TANKBUSTER, // Solider PolyCount Set CALLING_CARD_GASJOCKEY, // Pyro PolyCount Set TF_CALLING_CARD_MODEL_COUNT }; extern const char *g_pszDeathCallingCardModels[TF_CALLING_CARD_MODEL_COUNT]; #ifdef TF_CLIENT_DLL extern const char *g_pszInvasionMaps[]; bool IsPlayingInvasionMap( void ); #define SCOREBOARD_DOMINATION_ICONS 17 #define SCOREBOARD_CLASS_ICONS 19 #define SCOREBOARD_PING_ICONS 6 extern const char *g_pszClassIcons[]; extern const char *g_pszClassIconsAlt[]; extern const char *g_pszCompetitiveMedalImages[]; extern const char *g_pszItemClassImagesRed[]; extern const char *g_pszItemClassImagesBlue[]; #endif // TF_CLIENT_DLL //----------------------------------------------------------------------------- // Attributes. //----------------------------------------------------------------------------- #define TF_PLAYER_VIEW_OFFSET Vector( 0, 0, 64.0 ) //--> see GetViewVectors() //----------------------------------------------------------------------------- // TF Player Condition. //----------------------------------------------------------------------------- // Burning #define TF_BURNING_FREQUENCY 0.5f #define TF_BURNING_FLAME_LIFE 10.0 #define TF_BURNING_FLAME_LIFE_PYRO 0.25 // pyro only displays burning effect momentarily #define TF_BURNING_FLAME_LIFE_FLARE 10.0 #define TF_BURNING_FLAME_LIFE_PLASMA 6.0 #define TF_BURNING_DMG 3 // Bleeding #define TF_BLEEDING_FREQUENCY 0.5f #define TF_BLEEDING_DMG 4 // disguising #define TF_TIME_TO_DISGUISE 2.0f #define TF_TIME_TO_QUICK_DISGUISE 0.5f #define TF_TIME_TO_SHOW_DISGUISED_FINISHED_EFFECT 5.0 // phasing #define TF_SCOUT_NUMBEROFPHASEATTACHMENTS 5 #define SHOW_DISGUISE_EFFECT 1 #define TF_DISGUISE_TARGET_INDEX_NONE ( MAX_PLAYERS + 1 ) #define TF_PLAYER_INDEX_NONE ( MAX_PLAYERS + 1 ) // // ADD NEW WEAPONS HERE TO AVOID BREAKING DEMOS // enum ETFCond { TF_COND_INVALID = -1, TF_COND_AIMING = 0, // Sniper aiming, Heavy minigun. TF_COND_ZOOMED, TF_COND_DISGUISING, TF_COND_DISGUISED, TF_COND_STEALTHED, // Spy specific TF_COND_INVULNERABLE, TF_COND_TELEPORTED, TF_COND_TAUNTING, TF_COND_INVULNERABLE_WEARINGOFF, TF_COND_STEALTHED_BLINK, TF_COND_SELECTED_TO_TELEPORT, TF_COND_CRITBOOSTED, // DO NOT RE-USE THIS -- THIS IS FOR KRITZKRIEG AND REVENGE CRITS ONLY TF_COND_TMPDAMAGEBONUS, TF_COND_FEIGN_DEATH, TF_COND_PHASE, TF_COND_STUNNED, // Any type of stun. Check iStunFlags for more info. TF_COND_OFFENSEBUFF, TF_COND_SHIELD_CHARGE, TF_COND_DEMO_BUFF, TF_COND_ENERGY_BUFF, TF_COND_RADIUSHEAL, TF_COND_HEALTH_BUFF, TF_COND_BURNING, TF_COND_HEALTH_OVERHEALED, TF_COND_URINE, TF_COND_BLEEDING, TF_COND_DEFENSEBUFF, // 35% defense! No crit damage. TF_COND_MAD_MILK, TF_COND_MEGAHEAL, TF_COND_REGENONDAMAGEBUFF, TF_COND_MARKEDFORDEATH, TF_COND_NOHEALINGDAMAGEBUFF, TF_COND_SPEED_BOOST, // = 32 TF_COND_CRITBOOSTED_PUMPKIN, // Brandon hates bits TF_COND_CRITBOOSTED_USER_BUFF, TF_COND_CRITBOOSTED_DEMO_CHARGE, TF_COND_SODAPOPPER_HYPE, TF_COND_CRITBOOSTED_FIRST_BLOOD, // arena mode first blood TF_COND_CRITBOOSTED_BONUS_TIME, TF_COND_CRITBOOSTED_CTF_CAPTURE, TF_COND_CRITBOOSTED_ON_KILL, // =40. KGB, etc. TF_COND_CANNOT_SWITCH_FROM_MELEE, TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK, // 35% defense! Still damaged by crits. TF_COND_REPROGRAMMED, // Bots only TF_COND_CRITBOOSTED_RAGE_BUFF, TF_COND_DEFENSEBUFF_HIGH, // 75% defense! Still damaged by crits. TF_COND_SNIPERCHARGE_RAGE_BUFF, // Sniper Rage - Charge time speed up TF_COND_DISGUISE_WEARINGOFF, // Applied for half-second post-disguise TF_COND_MARKEDFORDEATH_SILENT, // Sans sound TF_COND_DISGUISED_AS_DISPENSER, TF_COND_SAPPED, // =50. Bots only TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED, TF_COND_INVULNERABLE_USER_BUFF, TF_COND_HALLOWEEN_BOMB_HEAD, TF_COND_HALLOWEEN_THRILLER, TF_COND_RADIUSHEAL_ON_DAMAGE, TF_COND_CRITBOOSTED_CARD_EFFECT, TF_COND_INVULNERABLE_CARD_EFFECT, TF_COND_MEDIGUN_UBER_BULLET_RESIST, TF_COND_MEDIGUN_UBER_BLAST_RESIST, TF_COND_MEDIGUN_UBER_FIRE_RESIST, // =60 TF_COND_MEDIGUN_SMALL_BULLET_RESIST, TF_COND_MEDIGUN_SMALL_BLAST_RESIST, TF_COND_MEDIGUN_SMALL_FIRE_RESIST, TF_COND_STEALTHED_USER_BUFF, // Any class can have this TF_COND_MEDIGUN_DEBUFF, TF_COND_STEALTHED_USER_BUFF_FADING, TF_COND_BULLET_IMMUNE, TF_COND_BLAST_IMMUNE, TF_COND_FIRE_IMMUNE, TF_COND_PREVENT_DEATH, // =70 TF_COND_MVM_BOT_STUN_RADIOWAVE, // Bots only TF_COND_HALLOWEEN_SPEED_BOOST, TF_COND_HALLOWEEN_QUICK_HEAL, TF_COND_HALLOWEEN_GIANT, TF_COND_HALLOWEEN_TINY, TF_COND_HALLOWEEN_IN_HELL, TF_COND_HALLOWEEN_GHOST_MODE, // =77 TF_COND_MINICRITBOOSTED_ON_KILL, TF_COND_OBSCURED_SMOKE, TF_COND_PARACHUTE_DEPLOYED, // =80 TF_COND_BLASTJUMPING, TF_COND_HALLOWEEN_KART, TF_COND_HALLOWEEN_KART_DASH, TF_COND_BALLOON_HEAD, // =84 larger head, lower-gravity-feeling jumps TF_COND_MELEE_ONLY, // =85 melee only TF_COND_SWIMMING_CURSE, // player movement become swimming movement TF_COND_FREEZE_INPUT, // freezes player input TF_COND_HALLOWEEN_KART_CAGE, // attach cage model to player while in kart TF_COND_DONOTUSE_0, TF_COND_RUNE_STRENGTH, TF_COND_RUNE_HASTE, TF_COND_RUNE_REGEN, TF_COND_RUNE_RESIST, TF_COND_RUNE_VAMPIRE, TF_COND_RUNE_REFLECT, TF_COND_RUNE_PRECISION, TF_COND_RUNE_AGILITY, TF_COND_GRAPPLINGHOOK, TF_COND_GRAPPLINGHOOK_SAFEFALL, TF_COND_GRAPPLINGHOOK_LATCHED, TF_COND_GRAPPLINGHOOK_BLEEDING, TF_COND_AFTERBURN_IMMUNE, TF_COND_RUNE_KNOCKOUT, TF_COND_RUNE_IMBALANCE, TF_COND_CRITBOOSTED_RUNE_TEMP, TF_COND_PASSTIME_INTERCEPTION, TF_COND_SWIMMING_NO_EFFECTS, // =107_DNOC_FT TF_COND_PURGATORY, TF_COND_RUNE_KING, TF_COND_RUNE_PLAGUE, TF_COND_RUNE_SUPERNOVA, TF_COND_PLAGUE, TF_COND_KING_BUFFED, TF_COND_TEAM_GLOWS, // used to show team glows to living players TF_COND_KNOCKED_INTO_AIR, TF_COND_COMPETITIVE_WINNER, TF_COND_COMPETITIVE_LOSER, TF_COND_HEALING_DEBUFF, TF_COND_PASSTIME_PENALTY_DEBUFF, // when carrying the ball without any teammates nearby TF_COND_GRAPPLED_TO_PLAYER, TF_COND_GRAPPLED_BY_PLAYER, // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // // ******** Keep this block last! ******** // Keep experimental conditions below and graduate out of it before shipping #ifdef STAGING_ONLY TF_COND_NO_COMBAT_SPEED_BOOST, // STAGING_ENGY TF_COND_TRANQ_SPY_BOOST, // STAGING_SPY TF_COND_TRANQ_MARKED, // TF_COND_SPACE_GRAVITY, // TF_COND_SELF_CONC, TF_COND_ROCKETPACK, TF_COND_STEALTHED_PHASE, TF_COND_CLIP_OVERLOAD, TF_COND_SPY_CLASS_STEAL, #endif // STAGING_ONLY TF_COND_LAST }; const char *GetTFConditionName( ETFCond eCond ); ETFCond GetTFConditionFromName( const char *pszCondName ); // If you want your condition to expire faster under healing, // add it to this function in tf_shareddefs.cpp bool ConditionExpiresFast( ETFCond eCond ); // Some attributes specify conditions to be or'd. The problem there is that if we add conditions // to the above list, they get hosed. So we maintain this separate list as a translation table. // When you add conditions to the above list, add them TO THE BOTTOM of this list. extern ETFCond condition_to_attribute_translation[]; extern ETFCond g_aDebuffConditions[]; //----------------------------------------------------------------------------- // TF Player State. //----------------------------------------------------------------------------- enum { TF_STATE_ACTIVE = 0, // Happily running around in the game. TF_STATE_WELCOME, // First entering the server (shows level intro screen). TF_STATE_OBSERVER, // Game observer mode. TF_STATE_DYING, // Player is dying. TF_STATE_COUNT // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // }; //----------------------------------------------------------------------------- // TF FlagInfo State. //----------------------------------------------------------------------------- #define TF_FLAGINFO_HOME 0 #define TF_FLAGINFO_STOLEN (1<<0) #define TF_FLAGINFO_DROPPED (1<<1) enum ETFFlagEventTypes { TF_FLAGEVENT_PICKUP = 1, TF_FLAGEVENT_CAPTURE, TF_FLAGEVENT_DEFEND, TF_FLAGEVENT_DROPPED, TF_FLAGEVENT_RETURNED, // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // TF_NUM_FLAG_EVENTS }; const char *GetCTFEventName( ETFFlagEventTypes iEventType ); ETFFlagEventTypes GetCTFEventTypeFromName( const char *pszName ); //----------------------------------------------------------------------------- // TF Robot Destruction Score Methods //----------------------------------------------------------------------------- enum RDScoreMethod_t { SCORE_UNDEFINED = -1, SCORE_REACTOR_CAPTURED, SCORE_CORES_COLLECTED, SCORE_REACTOR_RETURNED, SCORE_REACTOR_STEAL, NUM_SCORE_TYPES }; const char *GetRDScoreMethodName( RDScoreMethod_t iScoreMethod ); RDScoreMethod_t GetRDScoreMethodFromName( const char *pszName ); //----------------------------------------------------------------------------- // Class data //----------------------------------------------------------------------------- #define TF_REGEN_TIME 1.0 // Number of seconds between each regen. #define TF_REGEN_AMOUNT 3 // Amount of health regenerated each regen. #define TF_REGEN_TIME_RUNE 0.25 // Number of seconds between each regen generated by a powerup. //----------------------------------------------------------------------------- // Assist-damage constants //----------------------------------------------------------------------------- #define TF_TIME_ASSIST_KILL 3.0f // Time window for a recent damager to get credit for an assist for a kill #define TF_TIME_SUICIDE_KILL_CREDIT 10.0f // Time window for a recent damager to get credit for a kill if target suicides //----------------------------------------------------------------------------- // Domination/nemesis constants //----------------------------------------------------------------------------- #define TF_KILLS_DOMINATION 4 // # of unanswered kills to dominate another player //----------------------------------------------------------------------------- // Taunt attacks //----------------------------------------------------------------------------- enum taunt_attack_t { TAUNTATK_NONE = 0, TAUNTATK_PYRO_HADOUKEN, TAUNTATK_HEAVY_EAT, TAUNTATK_HEAVY_RADIAL_BUFF, TAUNTATK_HEAVY_HIGH_NOON, TAUNTATK_SCOUT_DRINK, TAUNTATK_SCOUT_GRAND_SLAM, TAUNTATK_MEDIC_INHALE, TAUNTATK_SPY_FENCING_SLASH_A, TAUNTATK_SPY_FENCING_SLASH_B, TAUNTATK_SPY_FENCING_STAB, TAUNTATK_RPS_KILL, TAUNTATK_SNIPER_ARROW_STAB_IMPALE, TAUNTATK_SNIPER_ARROW_STAB_KILL, TAUNTATK_SOLDIER_GRENADE_KILL, TAUNTATK_DEMOMAN_BARBARIAN_SWING, TAUNTATK_MEDIC_UBERSLICE_IMPALE, TAUNTATK_MEDIC_UBERSLICE_KILL, TAUNTATK_FLIP_LAND_PARTICLE, TAUNTATK_RPS_PARTICLE, TAUNTATK_HIGHFIVE_PARTICLE, TAUNTATK_ENGINEER_GUITAR_SMASH, TAUNTATK_ENGINEER_ARM_IMPALE, TAUNTATK_ENGINEER_ARM_KILL, TAUNTATK_ENGINEER_ARM_BLEND, TAUNTATK_SOLDIER_GRENADE_KILL_WORMSIGN, TAUNTATK_SHOW_ITEM, TAUNTATK_MEDIC_RELEASE_DOVES, TAUNTATK_PYRO_ARMAGEDDON, TAUNTATK_PYRO_SCORCHSHOT, TAUNTATK_ALLCLASS_GUITAR_RIFF, TAUNTATK_MEDIC_HEROIC_TAUNT, // // INSERT NEW ITEMS HERE TO AVOID BREAKING DEMOS // TAUNTATK_COUNT }; taunt_attack_t GetTauntAttackByName( const char* pszTauntAttackName ); //----------------------------------------------------------------------------- // TF Hints //----------------------------------------------------------------------------- enum { HINT_FRIEND_SEEN = 0, // #Hint_spotted_a_friend HINT_ENEMY_SEEN, // #Hint_spotted_an_enemy HINT_ENEMY_KILLED, // #Hint_killing_enemies_is_good HINT_AMMO_EXHAUSTED, // #Hint_out_of_ammo HINT_TURN_OFF_HINTS, // #Hint_turn_off_hints HINT_PICKUP_AMMO, // #Hint_pickup_ammo HINT_CANNOT_TELE_WITH_FLAG, // #Hint_Cannot_Teleport_With_Flag HINT_CANNOT_CLOAK_WITH_FLAG, // #Hint_Cannot_Cloak_With_Flag HINT_CANNOT_DISGUISE_WITH_FLAG, // #Hint_Cannot_Disguise_With_Flag HINT_CANNOT_ATTACK_WHILE_CLOAKED, // #Hint_Cannot_Attack_While_Cloaked HINT_CLASSMENU, // #Hint_ClassMenu // Grenades HINT_GREN_CALTROPS, // #Hint_gren_caltrops HINT_GREN_CONCUSSION, // #Hint_gren_concussion HINT_GREN_EMP, // #Hint_gren_emp HINT_GREN_GAS, // #Hint_gren_gas HINT_GREN_MIRV, // #Hint_gren_mirv HINT_GREN_NAIL, // #Hint_gren_nail HINT_GREN_NAPALM, // #Hint_gren_napalm HINT_GREN_NORMAL, // #Hint_gren_normal // Weapon alt-fires HINT_ALTFIRE_SNIPERRIFLE, // #Hint_altfire_sniperrifle HINT_ALTFIRE_FLAMETHROWER, // #Hint_altfire_flamethrower HINT_ALTFIRE_GRENADELAUNCHER, // #Hint_altfire_grenadelauncher HINT_ALTFIRE_PIPEBOMBLAUNCHER, // #Hint_altfire_pipebomblauncher HINT_ALTFIRE_ROTATE_BUILDING, // #Hint_altfire_rotate_building // Class specific // Soldier HINT_SOLDIER_RPG_RELOAD, // #Hint_Soldier_rpg_reload // Engineer HINT_ENGINEER_USE_WRENCH_ONOWN, // "#Hint_Engineer_use_wrench_onown", HINT_ENGINEER_USE_WRENCH_ONOTHER, // "#Hint_Engineer_use_wrench_onother", HINT_ENGINEER_USE_WRENCH_FRIEND, // "#Hint_Engineer_use_wrench_onfriend", HINT_ENGINEER_BUILD_SENTRYGUN, // "#Hint_Engineer_build_sentrygun" HINT_ENGINEER_BUILD_DISPENSER, // "#Hint_Engineer_build_dispenser" HINT_ENGINEER_BUILD_TELEPORTERS, // "#Hint_Engineer_build_teleporters" HINT_ENGINEER_PICKUP_METAL, // "#Hint_Engineer_pickup_metal" HINT_ENGINEER_REPAIR_OBJECT, // "#Hint_Engineer_repair_object" HINT_ENGINEER_METAL_TO_UPGRADE, // "#Hint_Engineer_metal_to_upgrade" HINT_ENGINEER_UPGRADE_SENTRYGUN, // "#Hint_Engineer_upgrade_sentrygun" HINT_OBJECT_HAS_SAPPER, // "#Hint_object_has_sapper" HINT_OBJECT_YOUR_OBJECT_SAPPED, // "#Hint_object_your_object_sapped" HINT_OBJECT_ENEMY_USING_DISPENSER, // "#Hint_enemy_using_dispenser" HINT_OBJECT_ENEMY_USING_TP_ENTRANCE, // "#Hint_enemy_using_tp_entrance" HINT_OBJECT_ENEMY_USING_TP_EXIT, // "#Hint_enemy_using_tp_exit" HINT_CANNOT_PHASE_WITH_FLAG, // #Hint_Cannot_Phase_With_Flag HINT_CANNOT_ATTACK_WHILE_FEIGN_ARMED, // #Hint_Cannot_Attack_While_Feign_Armed HINT_CANNOT_ARM_FEIGN_NOW, // #Hint_Cannot_Arm_Feign_Now // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // NUM_HINTS }; extern const char *g_pszHintMessages[]; /*======================*/ // Menu stuff // /*======================*/ #define MENU_DEFAULT 1 #define MENU_TEAM 2 #define MENU_CLASS 3 #define MENU_MAPBRIEFING 4 #define MENU_INTRO 5 #define MENU_CLASSHELP 6 #define MENU_CLASSHELP2 7 #define MENU_REPEATHELP 8 #define MENU_SPECHELP 9 #define MENU_SPY 12 #define MENU_SPY_SKIN 13 #define MENU_SPY_COLOR 14 #define MENU_ENGINEER 15 #define MENU_ENGINEER_FIX_DISPENSER 16 #define MENU_ENGINEER_FIX_SENTRYGUN 17 #define MENU_ENGINEER_FIX_MORTAR 18 #define MENU_DISPENSER 19 #define MENU_CLASS_CHANGE 20 #define MENU_TEAM_CHANGE 21 #define MENU_REFRESH_RATE 25 #define MENU_VOICETWEAK 50 // Additional classes // NOTE: adding them onto the Class_T's in baseentity.h is cheesy, but so is // having an #ifdef for each mod in baseentity.h. #define CLASS_TFGOAL ((Class_T)NUM_AI_CLASSES) #define CLASS_TFGOAL_TIMER ((Class_T)(NUM_AI_CLASSES+1)) #define CLASS_TFGOAL_ITEM ((Class_T)(NUM_AI_CLASSES+2)) #define CLASS_TFSPAWN ((Class_T)(NUM_AI_CLASSES+3)) #define CLASS_MACHINE ((Class_T)(NUM_AI_CLASSES+4)) // TeamFortress State Flags #define TFSTATE_GRENPRIMED 0x000001 // Whether the player has a primed grenade #define TFSTATE_RELOADING 0x000002 // Whether the player is reloading #define TFSTATE_ALTKILL 0x000004 // #TRUE if killed with a weapon not in self.weapon: NOT USED ANYMORE #define TFSTATE_RANDOMPC 0x000008 // Whether Playerclass is random, new one each respawn #define TFSTATE_INFECTED 0x000010 // set when player is infected by the bioweapon #define TFSTATE_INVINCIBLE 0x000020 // Player has permanent Invincibility (Usually by GoalItem) #define TFSTATE_INVISIBLE 0x000040 // Player has permanent Invisibility (Usually by GoalItem) #define TFSTATE_QUAD 0x000080 // Player has permanent Quad Damage (Usually by GoalItem) #define TFSTATE_RADSUIT 0x000100 // Player has permanent Radsuit (Usually by GoalItem) #define TFSTATE_BURNING 0x000200 // Is on fire #define TFSTATE_GRENTHROWING 0x000400 // is throwing a grenade #define TFSTATE_AIMING 0x000800 // is using the laser sight #define TFSTATE_ZOOMOFF 0x001000 // doesn't want the FOV changed when zooming #define TFSTATE_RESPAWN_READY 0x002000 // is waiting for respawn, and has pressed fire #define TFSTATE_HALLUCINATING 0x004000 // set when player is hallucinating #define TFSTATE_TRANQUILISED 0x008000 // set when player is tranquilised #define TFSTATE_CANT_MOVE 0x010000 // player isn't allowed to move #define TFSTATE_RESET_FLAMETIME 0x020000 // set when the player has to have his flames increased in health #define TFSTATE_HIGHEST_VALUE TFSTATE_RESET_FLAMETIME // items #define IT_SHOTGUN (1<<0) #define IT_SUPER_SHOTGUN (1<<1) #define IT_NAILGUN (1<<2) #define IT_SUPER_NAILGUN (1<<3) #define IT_GRENADE_LAUNCHER (1<<4) #define IT_ROCKET_LAUNCHER (1<<5) #define IT_LIGHTNING (1<<6) #define IT_EXTRA_WEAPON (1<<7) #define IT_SHELLS (1<<8) #define IT_BULLETS (1<<9) #define IT_ROCKETS (1<<10) #define IT_CELLS (1<<11) #define IT_AXE (1<<12) #define IT_ARMOR1 (1<<13) #define IT_ARMOR2 (1<<14) #define IT_ARMOR3 (1<<15) #define IT_SUPERHEALTH (1<<16) #define IT_KEY1 (1<<17) #define IT_KEY2 (1<<18) #define IT_INVISIBILITY (1<<19) #define IT_INVULNERABILITY (1<<20) #define IT_SUIT (1<<21) #define IT_QUAD (1<<22) #define IT_HOOK (1<<23) #define IT_KEY3 (1<<24) // Stomp invisibility #define IT_KEY4 (1<<25) // Stomp invulnerability #define IT_LAST_ITEM IT_KEY4 /*==================================================*/ /* New Weapon Related Defines */ /*==================================================*/ // Medikit #define WEAP_MEDIKIT_OVERHEAL 50 // Amount of superhealth over max_health the medikit will dispense #define WEAP_MEDIKIT_HEAL 200 // Amount medikit heals per hit //-------------- // TF Specific damage flags //-------------- //#define DMG_UNUSED (DMG_LASTGENERICFLAG<<2) // We can't add anymore dmg flags, because we'd be over the 32 bit limit. // So lets re-use some of the old dmg flags in TF #define DMG_USE_HITLOCATIONS (DMG_AIRBOAT) #define DMG_HALF_FALLOFF (DMG_RADIATION) #define DMG_CRITICAL (DMG_ACID) #define DMG_RADIUS_MAX (DMG_ENERGYBEAM) #define DMG_IGNITE (DMG_PLASMA) #define DMG_USEDISTANCEMOD (DMG_SLOWBURN) // NEED TO REMOVE CALTROPS #define DMG_NOCLOSEDISTANCEMOD (DMG_POISON) #define DMG_FROM_OTHER_SAPPER (DMG_IGNITE) // USED TO DAMAGE SAPPERS ON MATCHED TELEPORTERS #define DMG_MELEE (DMG_BLAST_SURFACE) #define DMG_DONT_COUNT_DAMAGE_TOWARDS_CRIT_RATE (DMG_DISSOLVE) // DON'T USE THIS FOR EXPLOSION DAMAGE YOU WILL MAKE BRANDON SAD AND KYLE SADDER // This can only ever be used on a TakeHealth call, since it re-uses a dmg flag that means something else #define DMG_IGNORE_MAXHEALTH (DMG_BULLET) #define DMG_IGNORE_DEBUFFS (DMG_SLASH) // Special Damage types // Also update g_szSpecialDamageNames enum ETFDmgCustom { TF_DMG_CUSTOM_NONE = 0, TF_DMG_CUSTOM_HEADSHOT, TF_DMG_CUSTOM_BACKSTAB, TF_DMG_CUSTOM_BURNING, TF_DMG_WRENCH_FIX, TF_DMG_CUSTOM_MINIGUN, TF_DMG_CUSTOM_SUICIDE, TF_DMG_CUSTOM_TAUNTATK_HADOUKEN, TF_DMG_CUSTOM_BURNING_FLARE, TF_DMG_CUSTOM_TAUNTATK_HIGH_NOON, TF_DMG_CUSTOM_TAUNTATK_GRAND_SLAM, TF_DMG_CUSTOM_PENETRATE_MY_TEAM, TF_DMG_CUSTOM_PENETRATE_ALL_PLAYERS, TF_DMG_CUSTOM_TAUNTATK_FENCING, TF_DMG_CUSTOM_PENETRATE_NONBURNING_TEAMMATE, TF_DMG_CUSTOM_TAUNTATK_ARROW_STAB, TF_DMG_CUSTOM_TELEFRAG, TF_DMG_CUSTOM_BURNING_ARROW, TF_DMG_CUSTOM_FLYINGBURN, TF_DMG_CUSTOM_PUMPKIN_BOMB, TF_DMG_CUSTOM_DECAPITATION, TF_DMG_CUSTOM_TAUNTATK_GRENADE, TF_DMG_CUSTOM_BASEBALL, TF_DMG_CUSTOM_CHARGE_IMPACT, TF_DMG_CUSTOM_TAUNTATK_BARBARIAN_SWING, TF_DMG_CUSTOM_AIR_STICKY_BURST, TF_DMG_CUSTOM_DEFENSIVE_STICKY, TF_DMG_CUSTOM_PICKAXE, TF_DMG_CUSTOM_ROCKET_DIRECTHIT, TF_DMG_CUSTOM_TAUNTATK_UBERSLICE, TF_DMG_CUSTOM_PLAYER_SENTRY, TF_DMG_CUSTOM_STANDARD_STICKY, TF_DMG_CUSTOM_SHOTGUN_REVENGE_CRIT, TF_DMG_CUSTOM_TAUNTATK_ENGINEER_GUITAR_SMASH, TF_DMG_CUSTOM_BLEEDING, TF_DMG_CUSTOM_GOLD_WRENCH, TF_DMG_CUSTOM_CARRIED_BUILDING, TF_DMG_CUSTOM_COMBO_PUNCH, TF_DMG_CUSTOM_TAUNTATK_ENGINEER_ARM_KILL, TF_DMG_CUSTOM_FISH_KILL, TF_DMG_CUSTOM_TRIGGER_HURT, TF_DMG_CUSTOM_DECAPITATION_BOSS, TF_DMG_CUSTOM_STICKBOMB_EXPLOSION, TF_DMG_CUSTOM_AEGIS_ROUND, TF_DMG_CUSTOM_FLARE_EXPLOSION, TF_DMG_CUSTOM_BOOTS_STOMP, TF_DMG_CUSTOM_PLASMA, TF_DMG_CUSTOM_PLASMA_CHARGED, TF_DMG_CUSTOM_PLASMA_GIB, TF_DMG_CUSTOM_PRACTICE_STICKY, TF_DMG_CUSTOM_EYEBALL_ROCKET, TF_DMG_CUSTOM_HEADSHOT_DECAPITATION, TF_DMG_CUSTOM_TAUNTATK_ARMAGEDDON, TF_DMG_CUSTOM_FLARE_PELLET, TF_DMG_CUSTOM_CLEAVER, TF_DMG_CUSTOM_CLEAVER_CRIT, TF_DMG_CUSTOM_SAPPER_RECORDER_DEATH, TF_DMG_CUSTOM_MERASMUS_PLAYER_BOMB, TF_DMG_CUSTOM_MERASMUS_GRENADE, TF_DMG_CUSTOM_MERASMUS_ZAP, TF_DMG_CUSTOM_MERASMUS_DECAPITATION, TF_DMG_CUSTOM_CANNONBALL_PUSH, TF_DMG_CUSTOM_TAUNTATK_ALLCLASS_GUITAR_RIFF, TF_DMG_CUSTOM_THROWABLE, TF_DMG_CUSTOM_THROWABLE_KILL, TF_DMG_CUSTOM_SPELL_TELEPORT, TF_DMG_CUSTOM_SPELL_SKELETON, TF_DMG_CUSTOM_SPELL_MIRV, TF_DMG_CUSTOM_SPELL_METEOR, TF_DMG_CUSTOM_SPELL_LIGHTNING, TF_DMG_CUSTOM_SPELL_FIREBALL, TF_DMG_CUSTOM_SPELL_MONOCULUS, TF_DMG_CUSTOM_SPELL_BLASTJUMP, TF_DMG_CUSTOM_SPELL_BATS, TF_DMG_CUSTOM_SPELL_TINY, TF_DMG_CUSTOM_KART, TF_DMG_CUSTOM_GIANT_HAMMER, TF_DMG_CUSTOM_RUNE_REFLECT, // // INSERT NEW ITEMS HERE TO AVOID BREAKING DEMOS // TF_DMG_CUSTOM_END // END }; const char *GetCustomDamageName( ETFDmgCustom eDmgCustom ); ETFDmgCustom GetCustomDamageFromName( const char *pszCustomDmgName ); inline bool IsTauntDmg( int iType ) { return (iType == TF_DMG_CUSTOM_TAUNTATK_HADOUKEN || iType == TF_DMG_CUSTOM_TAUNTATK_HIGH_NOON || iType == TF_DMG_CUSTOM_TAUNTATK_GRAND_SLAM || iType == TF_DMG_CUSTOM_TAUNTATK_FENCING || iType == TF_DMG_CUSTOM_TAUNTATK_ARROW_STAB || iType == TF_DMG_CUSTOM_TAUNTATK_GRENADE || iType == TF_DMG_CUSTOM_TAUNTATK_BARBARIAN_SWING || iType == TF_DMG_CUSTOM_TAUNTATK_UBERSLICE || iType == TF_DMG_CUSTOM_TAUNTATK_ENGINEER_GUITAR_SMASH || iType == TF_DMG_CUSTOM_TAUNTATK_ARMAGEDDON || iType == TF_DMG_CUSTOM_TAUNTATK_ALLCLASS_GUITAR_RIFF || iType == TF_DMG_CUSTOM_TAUNTATK_ENGINEER_ARM_KILL ); } inline bool IsDOTDmg( int iType ) { if ( iType == TF_DMG_CUSTOM_BURNING || iType == TF_DMG_CUSTOM_BURNING_FLARE || iType == TF_DMG_CUSTOM_BURNING_ARROW || iType == TF_DMG_CUSTOM_BLEEDING ) { return true; } else { return false; } } inline bool IsHeadshot( int iType ) { return (iType == TF_DMG_CUSTOM_HEADSHOT || iType == TF_DMG_CUSTOM_HEADSHOT_DECAPITATION); } enum { TF_COLLISIONGROUP_GRENADES = LAST_SHARED_COLLISION_GROUP, TFCOLLISION_GROUP_OBJECT, TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT, TFCOLLISION_GROUP_COMBATOBJECT, TFCOLLISION_GROUP_ROCKETS, // Solid to players, but not player movement. ensures touch calls are originating from rocket TFCOLLISION_GROUP_RESPAWNROOMS, TFCOLLISION_GROUP_TANK, TFCOLLISION_GROUP_ROCKET_BUT_NOT_WITH_OTHER_ROCKETS, // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // }; // Stun flags #define TF_STUN_NONE 0 #define TF_STUN_MOVEMENT (1<<0) #define TF_STUN_CONTROLS (1<<1) #define TF_STUN_MOVEMENT_FORWARD_ONLY (1<<2) #define TF_STUN_SPECIAL_SOUND (1<<3) #define TF_STUN_DODGE_COOLDOWN (1<<4) #define TF_STUN_NO_EFFECTS (1<<5) #define TF_STUN_LOSER_STATE (1<<6) #define TF_STUN_BY_TRIGGER (1<<7) #define TF_STUN_BOTH TF_STUN_MOVEMENT | TF_STUN_CONTROLS //----------------- // TF Objects Info //----------------- #define SENTRYGUN_UPGRADE_COST 130 #define SENTRYGUN_UPGRADE_METAL 200 #define SENTRYGUN_EYE_OFFSET_LEVEL_1 Vector( 0, 0, 32 ) #define SENTRYGUN_EYE_OFFSET_LEVEL_2 Vector( 0, 0, 40 ) #define SENTRYGUN_EYE_OFFSET_LEVEL_3 Vector( 0, 0, 46 ) #define SENTRYGUN_MAX_SHELLS_1 150 #define SENTRYGUN_MAX_SHELLS_2 200 #define SENTRYGUN_MAX_SHELLS_3 200 #define SENTRYGUN_MAX_ROCKETS 20 // Dispenser's maximum carrying capability #define DISPENSER_MAX_METAL_AMMO 400 #define MAX_DISPENSER_HEALING_TARGETS 32 #define MINI_DISPENSER_MAX_METAL 200 //-------------------------------------------------------------------------- // OBJECTS //-------------------------------------------------------------------------- enum ObjectType_t { OBJ_DISPENSER=0, OBJ_TELEPORTER, OBJ_SENTRYGUN, // Attachment Objects OBJ_ATTACHMENT_SAPPER, // If you add a new object, you need to add it to the g_ObjectInfos array // in tf_shareddefs.cpp, and add it's data to the scripts/object.txt // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // #ifdef STAGING_ONLY OBJ_CATAPULT, OBJ_SPY_TRAP, #endif OBJ_LAST, }; #define BUILDING_MODE_ANY -1 enum { MODE_TELEPORTER_ENTRANCE=0, MODE_TELEPORTER_EXIT, #ifdef STAGING_ONLY MODE_TELEPORTER_SPEED, MODE_TELEPORTER_SPEED2, #endif }; enum { MODE_SENTRYGUN_NORMAL = 0, MODE_SENTRYGUN_DISPOSABLE, }; enum { MODE_SAPPER_NORMAL = 0, MODE_SAPPER_ANTI_ROBOT, MODE_SAPPER_ANTI_ROBOT_RADIUS, }; enum ESpyTrapType_t { MODE_SPY_TRAP_RADIUS_STEALTH = 0, MODE_SPY_TRAP_REPROGRAM, MODE_SPY_TRAP_MAGNET, // MODE_SPY_TRAP_REPULSOR, }; // Warning levels for buildings in the building hud, in priority order typedef enum { BUILDING_HUD_ALERT_NONE = 0, BUILDING_HUD_ALERT_LOW_AMMO, BUILDING_HUD_ALERT_LOW_HEALTH, BUILDING_HUD_ALERT_VERY_LOW_AMMO, BUILDING_HUD_ALERT_VERY_LOW_HEALTH, BUILDING_HUD_ALERT_SAPPER, // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // MAX_BUILDING_HUD_ALERT_LEVEL } BuildingHudAlert_t; typedef enum { BUILDING_DAMAGE_LEVEL_NONE = 0, // 100% BUILDING_DAMAGE_LEVEL_LIGHT, // 75% - 99% BUILDING_DAMAGE_LEVEL_MEDIUM, // 50% - 76% BUILDING_DAMAGE_LEVEL_HEAVY, // 25% - 49% BUILDING_DAMAGE_LEVEL_CRITICAL, // 0% - 24% // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // MAX_BUILDING_DAMAGE_LEVEL } BuildingDamageLevel_t; //-------------- // Scoring //-------------- #define TF_SCORE_KILL 1 #define TF_SCORE_DEATH 0 #define TF_SCORE_CAPTURE 2 #define TF_SCORE_DEFEND 1 #define TF_SCORE_DESTROY_BUILDING 1 #define TF_SCORE_HEADSHOT_DIVISOR 2 #define TF_SCORE_BACKSTAB 1 #define TF_SCORE_INVULN 1 #define TF_SCORE_REVENGE 1 #define TF_SCORE_KILL_ASSISTS_PER_POINT 2 #define TF_SCORE_TELEPORTS_PER_POINT 2 #define TF_SCORE_HEAL_HEALTHUNITS_PER_POINT 600 #define TF_SCORE_BONUS_POINT_DIVISOR 10 #define TF_SCORE_DAMAGE 250 #define TF_SCORE_CURRENCY_COLLECTED 20 #define TF_SCORE_CAPTURE_POWERUPMODE 10 // With these CTF rules capturing flags is tougher, hence the higher scoring for flag events #define TF_SCORE_FLAG_RETURN 4 #define TF_SCORE_KILL_RUNECARRIER 1 //------------------------- // Shared Teleporter State //------------------------- enum { DISPENSER_STATE_IDLE, DISPENSER_STATE_UPGRADING, // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // }; //------------------------- // Shared Teleporter State //------------------------- enum { TELEPORTER_STATE_BUILDING = 0, // Building, not active yet TELEPORTER_STATE_IDLE, // Does not have a matching teleporter yet TELEPORTER_STATE_READY, // Found match, charged and ready TELEPORTER_STATE_SENDING, // Teleporting a player away TELEPORTER_STATE_RECEIVING, TELEPORTER_STATE_RECEIVING_RELEASE, TELEPORTER_STATE_RECHARGING, // Waiting for recharge TELEPORTER_STATE_UPGRADING, // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // }; #define TELEPORTER_TYPE_ENTRANCE 0 #define TELEPORTER_TYPE_EXIT 1 //------------------------- // Shared Sentry State //------------------------- enum { SENTRY_STATE_INACTIVE = 0, SENTRY_STATE_SEARCHING, SENTRY_STATE_ATTACKING, SENTRY_STATE_UPGRADING, // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // SENTRY_NUM_STATES, }; //-------------------------------------------------------------------------- // OBJECT FLAGS //-------------------------------------------------------------------------- enum { OF_ALLOW_REPEAT_PLACEMENT = 0x01, OF_MUST_BE_BUILT_ON_ATTACHMENT = 0x02, OF_DOESNT_HAVE_A_MODEL = 0x04, OF_PLAYER_DESTRUCTION = 0x08, // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // OF_BIT_COUNT = 4 }; //-------------------------------------------------------------------------- // Builder "weapon" states //-------------------------------------------------------------------------- enum { BS_IDLE = 0, BS_SELECTING, BS_PLACING, BS_PLACING_INVALID // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // }; //-------------------------------------------------------------------------- // Builder object id... //-------------------------------------------------------------------------- enum { BUILDER_OBJECT_BITS = 8, BUILDER_INVALID_OBJECT = ((1 << BUILDER_OBJECT_BITS) - 1) }; // Analyzer state enum { AS_INACTIVE = 0, AS_SUBVERTING, AS_ANALYZING }; // Max number of objects a team can have #define MAX_OBJECTS_PER_PLAYER 6 //#define MAX_OBJECTS_PER_TEAM 128 // sanity check that commands send via user command are somewhat valid #define MAX_OBJECT_SCREEN_INPUT_DISTANCE 100 //-------------------------------------------------------------------------- // BUILDING //-------------------------------------------------------------------------- // Build checks will return one of these for a player enum { CB_CAN_BUILD, // Player is allowed to build this object CB_CANNOT_BUILD, // Player is not allowed to build this object CB_LIMIT_REACHED, // Player has reached the limit of the number of these objects allowed CB_NEED_RESOURCES, // Player doesn't have enough resources to build this object CB_NEED_ADRENALIN, // Commando doesn't have enough adrenalin to build a rally flag CB_UNKNOWN_OBJECT, // Error message, tried to build unknown object // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // }; // Build animation events #define TF_OBJ_ENABLEBODYGROUP 6000 #define TF_OBJ_DISABLEBODYGROUP 6001 #define TF_OBJ_ENABLEALLBODYGROUPS 6002 #define TF_OBJ_DISABLEALLBODYGROUPS 6003 #define TF_OBJ_PLAYBUILDSOUND 6004 #define TF_AE_CIGARETTE_THROW 7000 #define TF_AE_GUN_SALUTE 7001 #define TF_AE_PICKAXE_THROW 7002 #define OBJECT_COST_MULTIPLIER_PER_OBJECT 3 #define OBJECT_UPGRADE_COST_MULTIPLIER_PER_LEVEL 3 //-------------------------------------------------------------------------- // Powerups //-------------------------------------------------------------------------- enum { POWERUP_BOOST, // Medic, buff station POWERUP_EMP, // Technician POWERUP_RUSH, // Rally flag POWERUP_POWER, // Object power // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // MAX_POWERUPS }; #define MAX_CABLE_CONNECTIONS 4 bool IsObjectAnUpgrade( int iObjectType ); bool IsObjectAVehicle( int iObjectType ); bool IsObjectADefensiveBuilding( int iObjectType ); class CHudTexture; #define OBJECT_MAX_GIB_MODELS 9 #ifdef STAGING_ONLY #define OBJECT_MAX_MODES 4 #else #define OBJECT_MAX_MODES 3 #endif // This should be moved into its own header. class CObjectInfo { public: CObjectInfo( const char *pObjectName ); ~CObjectInfo(); // This is initialized by the code and matched with a section in objects.txt const char *m_pObjectName; // This stuff all comes from objects.txt char *m_pClassName; // Code classname (in LINK_ENTITY_TO_CLASS). char *m_pStatusName; // Shows up when crosshairs are on the object. float m_flBuildTime; int m_nMaxObjects; // Maximum number of objects per player int m_Cost; // Base object resource cost float m_CostMultiplierPerInstance; // Cost multiplier int m_UpgradeCost; // Base object resource cost for upgrading int m_MaxUpgradeLevel; // Max object upgrade level char *m_pBuilderWeaponName; // Names shown for each object onscreen when using the builder weapon char *m_pBuilderPlacementString; // String shown to player during placement of this object int m_SelectionSlot; // Weapon selection slots for objects int m_SelectionPosition; // Weapon selection positions for objects bool m_bSolidToPlayerMovement; bool m_bUseItemInfo; // Use default item appearance info. char *m_pViewModel; // View model to show in builder weapon for this object char *m_pPlayerModel; // World model to show attached to the player int m_iDisplayPriority; // Priority for ordering in the hud display ( higher is closer to top ) bool m_bVisibleInWeaponSelection; // should show up and be selectable via the weapon selection? char *m_pExplodeSound; // gamesound to play when object explodes char *m_pExplosionParticleEffect; // particle effect to play when object explodes bool m_bAutoSwitchTo; // should we let players switch back to the builder weapon representing this? char *m_pUpgradeSound; // gamesound to play when object is upgraded float m_flUpgradeDuration; // time it takes to upgrade to the next level int m_iBuildCount; // number of these that can be carried at one time int m_iNumAltModes; // whether the item has more than one mode (ex: teleporter exit/entrance) struct { char* pszStatusName; char* pszModeName; char* pszIconMenu; } m_AltModes[OBJECT_MAX_MODES]; // HUD weapon selection menu icon ( from hud_textures.txt ) char *m_pIconActive; char *m_pIconInactive; char *m_pIconMenu; // HUD building status icon char *m_pHudStatusIcon; // gibs int m_iMetalToDropInGibs; // unique builder bool m_bRequiresOwnBuilder; // if object needs to instantiate its' own builder }; // Loads the objects.txt script. class IBaseFileSystem; void LoadObjectInfos( IBaseFileSystem *pFileSystem ); // Get a CObjectInfo from a TFOBJ_ define. const CObjectInfo* GetObjectInfo( int iObject ); // Object utility funcs bool ClassCanBuild( int iClass, int iObjectType ); int InternalCalculateObjectCost( int iObjectType /*, int iNumberOfObjects, int iTeam, bool bLast = false*/ ); int CalculateObjectUpgrade( int iObjectType, int iObjectLevel ); // Shell ejections enum { EJECTBRASS_PISTOL, EJECTBRASS_MINIGUN, // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // }; // Win panel styles enum { WINPANEL_BASIC = 0, }; #define TF_DEATH_ANIMATION_TIME 2.0 enum HudNotification_t { HUD_NOTIFY_YOUR_FLAG_TAKEN, HUD_NOTIFY_YOUR_FLAG_DROPPED, HUD_NOTIFY_YOUR_FLAG_RETURNED, HUD_NOTIFY_YOUR_FLAG_CAPTURED, HUD_NOTIFY_ENEMY_FLAG_TAKEN, HUD_NOTIFY_ENEMY_FLAG_DROPPED, HUD_NOTIFY_ENEMY_FLAG_RETURNED, HUD_NOTIFY_ENEMY_FLAG_CAPTURED, HUD_NOTIFY_TOUCHING_ENEMY_CTF_CAP, HUD_NOTIFY_NO_INVULN_WITH_FLAG, HUD_NOTIFY_NO_TELE_WITH_FLAG, HUD_NOTIFY_SPECIAL, HUD_NOTIFY_GOLDEN_WRENCH, HUD_NOTIFY_RD_ROBOT_UNDER_ATTACK, HUD_NOTIFY_HOW_TO_CONTROL_GHOST, HUD_NOTIFY_HOW_TO_CONTROL_KART, HUD_NOTIFY_PASSTIME_HOWTO, HUD_NOTIFY_PASSTIME_NO_TELE, HUD_NOTIFY_PASSTIME_NO_CARRY, HUD_NOTIFY_PASSTIME_NO_INVULN, HUD_NOTIFY_PASSTIME_NO_DISGUISE, HUD_NOTIFY_PASSTIME_NO_CLOAK, HUD_NOTIFY_PASSTIME_NO_OOB, // out of bounds HUD_NOTIFY_PASSTIME_NO_HOLSTER, HUD_NOTIFY_PASSTIME_NO_TAUNT, HUD_NOTIFY_COMPETITIVE_GC_DOWN, HUD_NOTIFY_TRUCE_START, HUD_NOTIFY_TRUCE_END, HUD_NOTIFY_HOW_TO_CONTROL_GHOST_NO_RESPAWN, // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // NUM_STOCK_NOTIFICATIONS }; // HudAlerts don't set HIDEHUD_MISCSTATUS, so they appear with the win panel, etc typedef enum { HUD_ALERT_SCRAMBLE_TEAMS, // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // NUM_STOCK_ALERTS } HudAlert_t; //----------------------------------------------------------------------------- // Item testing //----------------------------------------------------------------------------- enum testitem_botanims_t { TI_BOTANIM_IDLE, TI_BOTANIM_CROUCH, TI_BOTANIM_RUN, TI_BOTANIM_CROUCH_WALK, TI_BOTANIM_JUMP, TI_BOTANIM_COUNT, }; #define TF_DEATH_DOMINATION 0x0001 // killer is dominating victim #define TF_DEATH_ASSISTER_DOMINATION 0x0002 // assister is dominating victim #define TF_DEATH_REVENGE 0x0004 // killer got revenge on victim #define TF_DEATH_ASSISTER_REVENGE 0x0008 // assister got revenge on victim #define TF_DEATH_FIRST_BLOOD 0x0010 // death triggered a first blood #define TF_DEATH_FEIGN_DEATH 0x0020 // feign death #define TF_DEATH_INTERRUPTED 0x0040 // interrupted a player doing an important game event (like capping or carrying flag) #define TF_DEATH_GIBBED 0x0080 // player was gibbed #define TF_DEATH_PURGATORY 0x0100 // player died while in purgatory #define TF_DEATH_MINIBOSS 0x0200 // player killed was a miniboss #define TF_DEATH_AUSTRALIUM 0x0400 // player killed by a Australium Weapon #define MAX_DECAPITATIONS 4 extern const char *TranslateWeaponEntForClass( const char *pszName, int iClass ); // Item Giveaways #define PLAYER_ROLL_MIN 1 #define PLAYER_ROLL_MAX 500 // Generalized Jump State #define TF_PLAYER_ROCKET_JUMPED ( 1 << 0 ) #define TF_PLAYER_STICKY_JUMPED ( 1 << 1 ) #define TF_PLAYER_ENEMY_BLASTED_ME ( 1 << 2 ) enum taunts_t { TAUNT_BASE_WEAPON, // The standard taunt we shipped with. Taunts based on your currently held weapon TAUNT_MISC_ITEM, // Taunts based on the item you have equipped in your Misc slot. TAUNT_SHOW_ITEM, // Show off an item to everyone nearby TAUNT_LONG, // Press-and-hold taunt TAUNT_SPECIAL, // Special-case taunts called explicitly from code // // ADD NEW ITEMS HERE TO AVOID BREAKING DEMOS // }; enum eEurekaTeleportTargets { EUREKA_FIRST_TARGET = 0, EUREKA_TELEPORT_HOME = 0, EUREKA_TELEPORT_TELEPORTER_EXIT, EUREKA_LAST_TARGET = EUREKA_TELEPORT_TELEPORTER_EXIT, EUREKA_NUM_TARGETS }; #define TF_HIGHFIVE_HINT_MASK ( 0x10100 ) // annotations have id ( TF_HIGHFIVE_HINT_MASK | entindex ) enum BombDeployingState_t { TF_BOMB_DEPLOYING_NONE, TF_BOMB_DEPLOYING_DELAY, TF_BOMB_DEPLOYING_ANIMATING, TF_BOMB_DEPLOYING_COMPLETE, TF_BOMB_DEPLOYING_NOT_COUNT, }; enum EHorriblePyroVisionHack { kHorriblePyroVisionHack_KillAssisterType_Default = 0, kHorriblePyroVisionHack_KillAssisterType_CustomName = 'a', kHorriblePyroVisionHack_KillAssisterType_LocalizationString = 'b', kHorriblePyroVisionHack_KillAssisterType_CustomName_First = 'c', kHorriblePyroVisionHack_KillAssisterType_LocalizationString_First = 'd', }; enum EAttackBonusEffects_t { kBonusEffect_None = 4, // Must be 4. Yep. kBonusEffect_Crit = 0, kBonusEffect_MiniCrit, kBonusEffect_DoubleDonk, kBonusEffect_WaterBalloonSploosh, kBonusEffect_Count, // Must be 2nd to last }; //----------------------------------------------------------------------------- // PVE MODE //----------------------------------------------------------------------------- // In-game currency enum CurrencyRewards_t { TF_CURRENCY_KILLED_PLAYER, TF_CURRENCY_KILLED_OBJECT, TF_CURRENCY_ASSISTED_PLAYER, TF_CURRENCY_BONUS_POINTS, TF_CURRENCY_CAPTURED_OBJECTIVE, TF_CURRENCY_ESCORT_REWARD, TF_CURRENCY_PACK_SMALL, TF_CURRENCY_PACK_MEDIUM, TF_CURRENCY_PACK_LARGE, TF_CURRENCY_PACK_CUSTOM, TF_CURRENCY_TIME_REWARD, TF_CURRENCY_WAVE_COLLECTION_BONUS, }; enum mvm_announcement_t { TF_MVM_ANNOUNCEMENT_WAVE_COMPLETE, TF_MVM_ANNOUNCEMENT_WAVE_FAILED, TF_MVM_ANNOUNCEMENT_TOTAL }; #define RD_MAX_ROBOT_GROUPS_PER_TEAM 6 #define MAX_RAIDMODE_UPGRADES 60 enum mvm_upgrade_uigroups_t { UIGROUP_UPGRADE_ATTACHED_TO_ITEM = 0, UIGROUP_UPGRADE_ATTACHED_TO_PLAYER, UIGROUP_POWERUPBOTTLE, }; enum { MVM_UPGRADE_QUALITY_LOW = 1, MVM_UPGRADE_QUALITY_NORMAL, // Default MVM_UPGRADE_QAULITY_HIGH, }; #define MVM_BUYBACK_COST_PER_SEC 5 #define MVM_CLASS_TYPES_PER_WAVE_MAX 12 // this is ugly, but we need to increase the max types per wave and changing the old define will break demos #define MVM_CLASS_TYPES_PER_WAVE_MAX_NEW ( MVM_CLASS_TYPES_PER_WAVE_MAX * 2 ) #define MVM_CLASS_FLAG_NONE 0 #define MVM_CLASS_FLAG_NORMAL (1<<0) #define MVM_CLASS_FLAG_SUPPORT (1<<1) #define MVM_CLASS_FLAG_MISSION (1<<2) #define MVM_CLASS_FLAG_MINIBOSS (1<<3) #define MVM_CLASS_FLAG_ALWAYSCRIT (1<<4) #define MVM_CLASS_FLAG_SUPPORT_LIMITED (1<<5) enum MedicCallerType { CALLER_TYPE_NORMAL, CALLER_TYPE_AUTO, CALLER_TYPE_REVIVE_EASY, // The more someone is revived, the harder CALLER_TYPE_REVIVE_MEDIUM, // subsequent revives become. CALLER_TYPE_REVIVE_HARD, }; //----------------------------------------------------------------------------- // Additional TF achievement packs //----------------------------------------------------------------------------- #define ACHIEVEMENT_TF_COMPLETE_TRAINING (ACHIEVEMENT_TF_LAST_ORANGEBOX + 1) #define ACHIEVEMENT_TF_FIRE_WATERJUMP (ACHIEVEMENT_TF_LAST_ORANGEBOX + 2) #define ACHIEVEMENT_TF_KILL_BALLOONICORN_OWNERS (ACHIEVEMENT_TF_LAST_ORANGEBOX + 3) #define ACHIEVEMENT_TF_MULTIPLE_BFF (ACHIEVEMENT_TF_LAST_ORANGEBOX + 4) #define ACHIEVEMENT_TF_TEAM_PYROVISION (ACHIEVEMENT_TF_LAST_ORANGEBOX + 5) #define ACHIEVEMENT_TF_DOMINATE_FOR_GOGGLES (ACHIEVEMENT_TF_LAST_ORANGEBOX + 6) #define ACHIEVEMENT_TF_PARACHUTE_KILL_GRIND (ACHIEVEMENT_TF_LAST_ORANGEBOX + 7) #define ACHIEVEMENT_TF_MELEE_KILL_CLASSIC_RIFLE_SNIPER (ACHIEVEMENT_TF_LAST_ORANGEBOX + 8) #define ACHIEVEMENT_TF_KILL_CHARGING_DEMO (ACHIEVEMENT_TF_LAST_ORANGEBOX + 9) #define ACHIEVEMENT_TF_TAUNT_CONGA_KILL (ACHIEVEMENT_TF_LAST_ORANGEBOX + 10) #define ACHIEVEMENT_TF_TAUNT_CONGA_LINE (ACHIEVEMENT_TF_LAST_ORANGEBOX + 11) #define ACHIEVEMENT_TF_TAUNT_RPS_ROCK (ACHIEVEMENT_TF_LAST_ORANGEBOX + 12) #define ACHIEVEMENT_TF_TAUNT_RPS_SCISSORS (ACHIEVEMENT_TF_LAST_ORANGEBOX + 13) #define ACHIEVEMENT_TF_TAUNT_DOSIDO_MELLE_KILL (ACHIEVEMENT_TF_LAST_ORANGEBOX + 14) #define ACHIEVEMENT_TF_TAUNT_WHILE_CAPPING (ACHIEVEMENT_TF_LAST_ORANGEBOX + 15) #define ACHIEVEMENT_TF_PASS_TIME_HAT (ACHIEVEMENT_TF_LAST_ORANGEBOX + 16) #define ACHIEVEMENT_TF_PASS_TIME_GRIND (ACHIEVEMENT_TF_LAST_ORANGEBOX + 17) #define ACHIEVEMENT_START_CLASS_SPECIFIC 1000 // Scout #define ACHIEVEMENT_TF_SCOUT_START_RANGE 1001 #define ACHIEVEMENT_TF_SCOUT_FIRST_BLOOD 1001 #define ACHIEVEMENT_TF_SCOUT_FIRST_BLOOD_KILL 1002 #define ACHIEVEMENT_TF_SCOUT_WELL_EARLY_KILL 1003 #define ACHIEVEMENT_TF_SCOUT_LIFETIME_KILLS 1004 #define ACHIEVEMENT_TF_SCOUT_IRON_MAN_KILLS 1005 #define ACHIEVEMENT_TF_SCOUT_DESTROY_TELEPORTERS 1006 #define ACHIEVEMENT_TF_SCOUT_DESTROY_BUILDINGS_BEING_BUILT 1007 #define ACHIEVEMENT_TF_SCOUT_DESTROY_SENTRY_WITH_PISTOL 1008 #define ACHIEVEMENT_TF_SCOUT_DOUBLE_JUMPS 1009 #define ACHIEVEMENT_TF_SCOUT_ASSIST_MEDIC 1010 #define ACHIEVEMENT_TF_SCOUT_STEAL_SANDWICH 1011 #define ACHIEVEMENT_TF_SCOUT_KILL_CHARGED_MEDICS 1012 #define ACHIEVEMENT_TF_SCOUT_SURVIVE_DAMAGE 1013 #define ACHIEVEMENT_TF_SCOUT_THREE_FLAGCAPS 1014 #define ACHIEVEMENT_TF_SCOUT_DOUBLEJUMP_KILL 1015 #define ACHIEVEMENT_TF_SCOUT_FLAG_CAP_GRIND 1016 #define ACHIEVEMENT_TF_SCOUT_DODGE_DAMAGE 1017 #define ACHIEVEMENT_TF_SCOUT_KNOCK_INTO_TRAIN 1018 #define ACHIEVEMENT_TF_SCOUT_KILL_STUNNED 1019 #define ACHIEVEMENT_TF_SCOUT_STUN_INTO_TRAIN 1020 #define ACHIEVEMENT_TF_SCOUT_STUN_UBER_ENEMIES 1021 #define ACHIEVEMENT_TF_SCOUT_STUN_CAPPING_ENEMIES 1022 #define ACHIEVEMENT_TF_SCOUT_MAX_STUNS 1023 #define ACHIEVEMENT_TF_SCOUT_STUN_SCOUT_WITH_THEIR_BALL 1024 #define ACHIEVEMENT_TF_SCOUT_KILL_IN_DODGE_COOLDOWN 1025 #define ACHIEVEMENT_TF_SCOUT_KILL_FROM_BEHIND 1026 #define ACHIEVEMENT_TF_SCOUT_CAPTURE_LAST_POINT 1027 #define ACHIEVEMENT_TF_SCOUT_CAPTURE_THREE_POINTS 1028 #define ACHIEVEMENT_TF_SCOUT_FAST_CAP 1029 #define ACHIEVEMENT_TF_SCOUT_START_AND_FINISH_CAP 1030 #define ACHIEVEMENT_TF_SCOUT_BLOCK_CAPS 1031 #define ACHIEVEMENT_TF_SCOUT_CARRIER_KILL_CARRIER 1032 #define ACHIEVEMENT_TF_SCOUT_CAP_FLAG_WITHOUT_ATTACKING 1033 #define ACHIEVEMENT_TF_SCOUT_LONG_DISTANCE_RUNNER 1034 #define ACHIEVEMENT_TF_SCOUT_TAUNT_KILL 1035 #define ACHIEVEMENT_TF_SCOUT_ACHIEVE_PROGRESS1 1036 #define ACHIEVEMENT_TF_SCOUT_ACHIEVE_PROGRESS2 1037 #define ACHIEVEMENT_TF_SCOUT_ACHIEVE_PROGRESS3 1038 #define ACHIEVEMENT_TF_SCOUT_BACKSCATTER_KILL_SPY_GRIND 1039 #define ACHIEVEMENT_TF_SCOUT_BACKSCATTER_KILL_HEAVY_MEDIC_PAIR 1040 #define ACHIEVEMENT_TF_SCOUT_BACKSCATTER_KILL_FRIENDS_GRIND 1041 #define ACHIEVEMENT_TF_SCOUT_END_RANGE 1041 // Sniper #define ACHIEVEMENT_TF_SNIPER_START_RANGE 1101 #define ACHIEVEMENT_TF_SNIPER_JARATE_DOMINATED 1101 #define ACHIEVEMENT_TF_SNIPER_FREEZECAM_HAT 1102 #define ACHIEVEMENT_TF_SNIPER_RIFLE_NO_MISSING 1103 #define ACHIEVEMENT_TF_SNIPER_CAPTURE_FLAG 1104 #define ACHIEVEMENT_TF_SNIPER_KILL_GRIND 1105 #define ACHIEVEMENT_TF_SNIPER_KILL_WEAPONS 1106 #define ACHIEVEMENT_TF_SNIPER_HEADSHOT_SNIPERS 1107 #define ACHIEVEMENT_TF_SNIPER_DESTROY_SENTRYGUNS 1108 #define ACHIEVEMENT_TF_SNIPER_KILL_INVIS_SPY 1109 #define ACHIEVEMENT_TF_SNIPER_KILL_MIDAIR_SCOUT 1110 #define ACHIEVEMENT_TF_SNIPER_FREEZECAM_WAVE 1111 #define ACHIEVEMENT_TF_SNIPER_DOMINATE_SNIPER 1112 #define ACHIEVEMENT_TF_SNIPER_KILL_SPIES_MELEE 1113 #define ACHIEVEMENT_TF_SNIPER_HEADSHOT_DEMOMAN 1114 #define ACHIEVEMENT_TF_SNIPER_KILL_RJER 1115 #define ACHIEVEMENT_TF_SNIPER_KILL_OBJECTIVES 1116 #define ACHIEVEMENT_TF_SNIPER_KILL_UNSCOPED 1117 #define ACHIEVEMENT_TF_SNIPER_KILL_CHARGED_MEDIC 1118 #define ACHIEVEMENT_TF_SNIPER_GET_BACKSTABBED 1119 #define ACHIEVEMENT_TF_SNIPER_KILL_AT_ROUNDSTART 1120 #define ACHIEVEMENT_TF_SNIPER_HEADSHOT_POST_INVULN 1121 #define ACHIEVEMENT_TF_SNIPER_TOP_SCOREBOARD_GRIND 1122 #define ACHIEVEMENT_TF_SNIPER_KILL_FAILED_SPY 1123 #define ACHIEVEMENT_TF_SNIPER_JARATE_GROUP 1124 #define ACHIEVEMENT_TF_SNIPER_JARATE_MEDIC_PAIR 1125 #define ACHIEVEMENT_TF_SNIPER_JARATE_REVEAL_SPY 1126 #define ACHIEVEMENT_TF_SNIPER_JARATE_EXTINGUISH 1127 #define ACHIEVEMENT_TF_SNIPER_BOW_PIN_HEAVY 1128 #define ACHIEVEMENT_TF_SNIPER_BOW_KILL_MEDIC_PAIR 1129 #define ACHIEVEMENT_TF_SNIPER_BOW_KILL_FLAGCARRIER 1130 #define ACHIEVEMENT_TF_SNIPER_BOW_PINCUSHION 1131 #define ACHIEVEMENT_TF_SNIPER_JARATE_ASSISTS 1132 #define ACHIEVEMENT_TF_SNIPER_JARATE_KILL_MELEE 1133 #define ACHIEVEMENT_TF_SNIPER_TAUNT_KILL 1134 #define ACHIEVEMENT_TF_SNIPER_BOW_KILL_WHILEDEAD 1135 #define ACHIEVEMENT_TF_SNIPER_ACHIEVE_PROGRESS1 1136 #define ACHIEVEMENT_TF_SNIPER_ACHIEVE_PROGRESS2 1137 #define ACHIEVEMENT_TF_SNIPER_ACHIEVE_PROGRESS3 1138 #define ACHIEVEMENT_TF_SNIPER_CLASSIC_RIFLE_NOSCOPE_HEADSHOT 1139 #define ACHIEVEMENT_TF_SNIPER_CLASSIC_RIFLE_HEADSHOT_JUMPER 1140 #define ACHIEVEMENT_TF_SNIPER_CLASSIC_RIFLE_GIB_GRIND 1141 #define ACHIEVEMENT_TF_SNIPER_PARACHUTE_GRIND 1142 #define ACHIEVEMENT_TF_SNIPER_END_RANGE 1142 // Soldier #define ACHIEVEMENT_TF_SOLDIER_START_RANGE 1201 #define ACHIEVEMENT_TF_SOLDIER_RJ_EQUALIZER_KILL 1201 #define ACHIEVEMENT_TF_SOLDIER_BUFF_TEAMMATES 1202 #define ACHIEVEMENT_TF_SOLDIER_KILL_DEMOMAN_GRIND 1203 #define ACHIEVEMENT_TF_SOLDIER_KILL_ENGY 1204 #define ACHIEVEMENT_TF_SOLDIER_KILL_PYRO 1205 #define ACHIEVEMENT_TF_SOLDIER_NEMESIS_SHOVEL_KILL 1206 #define ACHIEVEMENT_TF_SOLDIER_DESTROY_STICKIES 1207 #define ACHIEVEMENT_TF_SOLDIER_CROUCH_ROCKET_JUMP 1208 #define ACHIEVEMENT_TF_SOLDIER_EQUALIZER_STREAK 1209 #define ACHIEVEMENT_TF_SOLDIER_BUFF_FRIENDS 1210 #define ACHIEVEMENT_TF_SOLDIER_KILL_GROUP_WITH_CROCKET 1211 #define ACHIEVEMENT_TF_SOLDIER_KILL_TWO_DURING_ROCKET_JUMP 1212 #define ACHIEVEMENT_TF_SOLDIER_KILL_TAUNT 1213 #define ACHIEVEMENT_TF_SOLDIER_DEFEND_MEDIC 1214 #define ACHIEVEMENT_TF_SOLDIER_KILL_WITH_EQUALIZER_WHILE_HURT 1215 #define ACHIEVEMENT_TF_SOLDIER_KILL_AIRBORNE_TARGET_WHILE_AIRBORNE 1216 #define ACHIEVEMENT_TF_SOLDIER_BOUNCE_THEN_SHOTGUN 1217 #define ACHIEVEMENT_TF_SOLDIER_KILL_AIRBORNE_WITH_DIRECT_HIT 1218 #define ACHIEVEMENT_TF_SOLDIER_KILL_SNIPER_WHILE_DEAD 1219 #define ACHIEVEMENT_TF_SOLDIER_DESTROY_SENTRY_OUT_OF_RANGE 1220 #define ACHIEVEMENT_TF_SOLDIER_DUO_SOLDIER_KILLS 1221 #define ACHIEVEMENT_TF_SOLDIER_MVP 1222 #define ACHIEVEMENT_TF_SOLDIER_ASSIST_MEDIC_UBER 1223 #define ACHIEVEMENT_TF_SOLDIER_SHOOT_MULT_CRITS 1224 #define ACHIEVEMENT_TF_SOLDIER_KILL_DEFENSELESS 1225 #define ACHIEVEMENT_TF_SOLDIER_KILL_ON_FIRE 1226 #define ACHIEVEMENT_TF_SOLDIER_FREEZECAM_TAUNT 1227 #define ACHIEVEMENT_TF_SOLDIER_FREEZECAM_GIBS 1228 #define ACHIEVEMENT_TF_SOLDIER_KILL_SPY_KILLER 1229 #define ACHIEVEMENT_TF_SOLDIER_GIB_GRIND 1230 #define ACHIEVEMENT_TF_SOLDIER_THREE_DOMINATIONS 1231 #define ACHIEVEMENT_TF_SOLDIER_RIDE_THE_CART 1232 #define ACHIEVEMENT_TF_SOLDIER_KILL_TWENTY_FROM_ABOVE 1233 #define ACHIEVEMENT_TF_SOLDIER_KILL_FIVE_STUNNED 1234 #define ACHIEVEMENT_TF_SOLDIER_DEFEND_CAP_THIRTY_TIMES 1235 #define ACHIEVEMENT_TF_SOLDIER_ACHIEVE_PROGRESS1 1236 #define ACHIEVEMENT_TF_SOLDIER_ACHIEVE_PROGRESS2 1237 #define ACHIEVEMENT_TF_SOLDIER_ACHIEVE_PROGRESS3 1238 #define ACHIEVEMENT_TF_SOLDIER_PARACHUTE_KILL_GROUP 1239 #define ACHIEVEMENT_TF_SOLDIER_PARACHUTE_DISTANCE 1240 #define ACHIEVEMENT_TF_SOLDIER_PARACHUTE_KILL_PARACHUTE 1241 #define ACHIEVEMENT_TF_SOLDIER_AIRSTRIKE_MAX_CLIP 1242 #define ACHIEVEMENT_TF_SOLDIER_AIRSTRIKE_GROUP_KILL 1243 #define ACHIEVEMENT_TF_SOLDIER_END_RANGE 1243 // Demoman #define ACHIEVEMENT_TF_DEMOMAN_START_RANGE 1301 #define ACHIEVEMENT_TF_DEMOMAN_KILL_SOLDIER_GRIND 1301 #define ACHIEVEMENT_TF_DEMOMAN_DESTROY_BUILDINGS_WITH_MEDIC 1302 #define ACHIEVEMENT_TF_DEMOMAN_DECAPITATE_CLOAKED_SPY 1303 #define ACHIEVEMENT_TF_DEMOMAN_KILL_X_WITH_DIRECTPIPE 1304 #define ACHIEVEMENT_TF_DEMOMAN_BOUNCE_AND_KILL 1305 #define ACHIEVEMENT_TF_DEMOMAN_KILL_TWO_DURING_STICKYJUMP 1306 #define ACHIEVEMENT_TF_DEMOMAN_KILL_PLAYER_AFTER_TP 1307 #define ACHIEVEMENT_TF_DEMOMAN_DOMINATE_THREE_ENGINEERS 1308 #define ACHIEVEMENT_TF_DEMOMAN_KILL_BUILDING_DIRECT_HIT 1309 #define ACHIEVEMENT_TF_DEMOMAN_DECAPITATE_PLAYERS 1310 #define ACHIEVEMENT_TF_DEMOMAN_DECAPITATE_PLAYERS_FAST 1311 #define ACHIEVEMENT_TF_DEMOMAN_DUO_DEMOMAN_KILLS 1312 #define ACHIEVEMENT_TF_DEMOMAN_MELEE_KILL_WHILE_STICKYJUMPING 1313 #define ACHIEVEMENT_TF_DEMOMAN_KILL_ENGI_SENTRY_DISPENSER 1314 #define ACHIEVEMENT_TF_DEMOMAN_DECAPITATE_EQUALIZER 1315 #define ACHIEVEMENT_TF_DEMOMAN_DECAPITATE_NEMESIS 1316 #define ACHIEVEMENT_TF_DEMOMAN_DAMAGE_GRIND 1317 #define ACHIEVEMENT_TF_DEMOMAN_KILL_X_CAPPING_ONEDET 1318 #define ACHIEVEMENT_TF_DEMOMAN_KILL_X_DEFENDING 1319 #define ACHIEVEMENT_TF_DEMOMAN_DESTROY_BUILDINGS_GRIND 1320 #define ACHIEVEMENT_TF_DEMOMAN_KILL_X_HEAVIES_FULLHP_ONEDET 1321 #define ACHIEVEMENT_TF_DEMOMAN_KILL_X_SCOUTS_PYROS 1322 #define ACHIEVEMENT_TF_DEMOMAN_TAUNT_KILL 1323 #define ACHIEVEMENT_TF_DEMOMAN_CHARGE_KILL 1324 #define ACHIEVEMENT_TF_DEMOMAN_CRIT_SWORD_KILL 1325 #define ACHIEVEMENT_TF_DEMOMAN_AIR_BURST_KILLS 1326 #define ACHIEVEMENT_TF_DEMOMAN_STICKYJUMP_CAP 1327 #define ACHIEVEMENT_TF_DEMOMAN_FREEZECAM_SMILE 1328 #define ACHIEVEMENT_TF_DEMOMAN_FREEZECAM_RUMP 1329 #define ACHIEVEMENT_TF_DEMOMAN_ENVIRONMENTAL_KILL 1330 #define ACHIEVEMENT_TF_DEMOMAN_DESTROY_X_STICKYBOMBS 1331 #define ACHIEVEMENT_TF_DEMOMAN_STICKJUMP_DISTANCE 1332 #define ACHIEVEMENT_TF_DEMOMAN_KILL3_WITH_DETONATION 1333 #define ACHIEVEMENT_TF_DEMOMAN_KILLXSAPPINGSPIES 1334 #define ACHIEVEMENT_TF_DEMOMAN_KILL3_WITH_PIPE_SETUPS 1335 #define ACHIEVEMENT_TF_DEMOMAN_ACHIEVE_PROGRESS1 1336 #define ACHIEVEMENT_TF_DEMOMAN_ACHIEVE_PROGRESS2 1337 #define ACHIEVEMENT_TF_DEMOMAN_ACHIEVE_PROGRESS3 1338 #define ACHIEVEMENT_TF_DEMOMAN_PARACHUTE_KILL_GROUP 1339 #define ACHIEVEMENT_TF_DEMOMAN_PARACHUTE_DISTANCE 1340 #define ACHIEVEMENT_TF_DEMOMAN_PARACHUTE_KILL_PARACHUTE 1341 #define ACHIEVEMENT_TF_DEMOMAN_KILL_PLAYER_YOU_DIDNT_SEE 1342 #define ACHIEVEMENT_TF_DEMOMAN_QUICK_KILLS 1343 #define ACHIEVEMENT_TF_DEMOMAN_CHARGE_KILL_CHARGING_DEMO 1344 #define ACHIEVEMENT_TF_DEMOMAN_END_RANGE 1344 // Medic #define ACHIEVEMENT_TF_MEDIC_START_RANGE 1401 #define ACHIEVEMENT_TF_MEDIC_TOP_SCOREBOARD 1401 #define ACHIEVEMENT_TF_MEDIC_HEAL_UNDER_FIRE 1402 #define ACHIEVEMENT_TF_MEDIC_SIMUL_CHARGE 1403 #define ACHIEVEMENT_TF_MEDIC_SETUP_CHARGE 1404 #define ACHIEVEMENT_TF_MEDIC_RAPID_CHARGE 1405 #define ACHIEVEMENT_TF_MEDIC_COUNTER_CHARGE 1406 #define ACHIEVEMENT_TF_MEDIC_SWITCH_TO_MEDIC 1407 #define ACHIEVEMENT_TF_MEDIC_SAVE_TEAMMATE 1408 #define ACHIEVEMENT_TF_MEDIC_CHARGE_BLOCKER 1409 #define ACHIEVEMENT_TF_MEDIC_ASSIST_MEDIC 1410 #define ACHIEVEMENT_TF_MEDIC_SYRINGE_SCOUTS 1411 #define ACHIEVEMENT_TF_MEDIC_BONESAW_MEDICS 1412 #define ACHIEVEMENT_TF_MEDIC_ASSIST_HEAVY_LONG 1413 #define ACHIEVEMENT_TF_MEDIC_ASSIST_SCOUT 1414 #define ACHIEVEMENT_TF_MEDIC_ASSIST_PYRO 1415 #define ACHIEVEMENT_TF_MEDIC_ASSIST_HEAVY 1416 #define ACHIEVEMENT_TF_MEDIC_ASSIST_DEMOMAN 1417 #define ACHIEVEMENT_TF_MEDIC_ASSIST_SOLDIER 1418 #define ACHIEVEMENT_TF_MEDIC_HEAL_ENGINEER 1419 #define ACHIEVEMENT_TF_MEDIC_ASSIST_CAPTURER 1420 #define ACHIEVEMENT_TF_MEDIC_HEAL_CALLERS 1421 #define ACHIEVEMENT_TF_MEDIC_EXTINGUISH_TEAMMATES 1422 #define ACHIEVEMENT_TF_MEDIC_ASSIST_VS_NEMESES 1423 #define ACHIEVEMENT_TF_MEDIC_KILL_WHILE_CHARGED 1424 #define ACHIEVEMENT_TF_MEDIC_BONESAW_NOMISSES 1425 #define ACHIEVEMENT_TF_MEDIC_HEAL_LARGE 1426 #define ACHIEVEMENT_TF_MEDIC_HEAL_HUGE 1427 #define ACHIEVEMENT_TF_MEDIC_HEAL_GRIND 1428 #define ACHIEVEMENT_TF_MEDIC_KILL_HEALED_SPY 1429 #define ACHIEVEMENT_TF_MEDIC_SAVE_FALLING_TEAMMATE 1430 #define ACHIEVEMENT_TF_MEDIC_CHARGE_JUGGLE 1431 #define ACHIEVEMENT_TF_MEDIC_FREEZECAM_RAGDOLL 1432 #define ACHIEVEMENT_TF_MEDIC_BONESAW_SPY_CALLERS 1433 #define ACHIEVEMENT_TF_MEDIC_CHARGE_FRIENDS 1434 #define ACHIEVEMENT_TF_MEDIC_INVITE_JOIN_CHARGE 1435 #define ACHIEVEMENT_TF_MEDIC_HEAL_ACHIEVER 1436 #define ACHIEVEMENT_TF_MEDIC_ACHIEVE_PROGRESS1 1437 #define ACHIEVEMENT_TF_MEDIC_ACHIEVE_PROGRESS2 1438 #define ACHIEVEMENT_TF_MEDIC_ACHIEVE_PROGRESS3 1439 #define ACHIEVEMENT_TF_MEDIC_END_RANGE 1439 // Heavy #define ACHIEVEMENT_TF_HEAVY_START_RANGE 1501 #define ACHIEVEMENT_TF_HEAVY_DAMAGE_TAKEN 1501 #define ACHIEVEMENT_TF_HEAVY_DEFEND_MEDIC 1502 #define ACHIEVEMENT_TF_HEAVY_ASSIST_MEDIC_LARGE 1503 #define ACHIEVEMENT_TF_HEAVY_EARN_MEDIC_DOMINATION 1504 #define ACHIEVEMENT_TF_HEAVY_KILL_TAUNT 1505 #define ACHIEVEMENT_TF_HEAVY_KILL_FLAG_CARRIERS 1506 #define ACHIEVEMENT_TF_HEAVY_KILL_MEDIC_PAIR 1507 #define ACHIEVEMENT_TF_HEAVY_BLOCK_INVULN_HEAVY 1508 #define ACHIEVEMENT_TF_HEAVY_BLOCK_CART 1509 #define ACHIEVEMENT_TF_HEAVY_RECEIVE_UBER_GRIND 1510 #define ACHIEVEMENT_TF_HEAVY_STAND_NEAR_DISPENSER 1511 #define ACHIEVEMENT_TF_HEAVY_ASSIST_HEAVY_GRIND 1512 #define ACHIEVEMENT_TF_HEAVY_CLEAR_STICKYBOMBS 1513 #define ACHIEVEMENT_TF_HEAVY_KILL_UNDERWATER 1514 #define ACHIEVEMENT_TF_HEAVY_TAKE_MULTI_DAMAGE 1515 #define ACHIEVEMENT_TF_HEAVY_KILL_DOMINATED 1516 #define ACHIEVEMENT_TF_HEAVY_SURVIVE_CROCKET 1517 #define ACHIEVEMENT_TF_HEAVY_ASSIST_GRIND 1518 #define ACHIEVEMENT_TF_HEAVY_UNCOVER_SPIES 1519 #define ACHIEVEMENT_TF_HEAVY_KILL_WHILE_SPUNUP 1520 #define ACHIEVEMENT_TF_HEAVY_FIRE_LOTS 1521 #define ACHIEVEMENT_TF_HEAVY_KILL_CRIT_PUNCH 1522 #define ACHIEVEMENT_TF_HEAVY_HEAL_MEDIKITS 1523 #define ACHIEVEMENT_TF_HEAVY_KILL_SHOTGUN 1524 #define ACHIEVEMENT_TF_HEAVY_FIRST_TO_CAP 1525 #define ACHIEVEMENT_TF_HEAVY_PAYLOAD_CAP_GRIND 1526 #define ACHIEVEMENT_TF_HEAVY_KILL_MIDAIR_MINIGUN 1527 #define ACHIEVEMENT_TF_HEAVY_DEFEND_CONTROL_POINT 1528 #define ACHIEVEMENT_TF_HEAVY_KILL_CAPPING_ENEMIES 1529 #define ACHIEVEMENT_TF_HEAVY_REVENGE_ASSIST 1530 #define ACHIEVEMENT_TF_HEAVY_TELEPORT_FAST_KILL 1531 #define ACHIEVEMENT_TF_HEAVY_FREEZECAM_TAUNT 1532 #define ACHIEVEMENT_TF_HEAVY_EAT_SANDWICHES 1533 #define ACHIEVEMENT_TF_HEAVY_KILL_SCOUTS 1534 #define ACHIEVEMENT_TF_HEAVY_KILL_HEAVIES_GLOVES 1535 #define ACHIEVEMENT_TF_HEAVY_ACHIEVE_PROGRESS1 1537 #define ACHIEVEMENT_TF_HEAVY_ACHIEVE_PROGRESS2 1538 #define ACHIEVEMENT_TF_HEAVY_ACHIEVE_PROGRESS3 1539 #define ACHIEVEMENT_TF_HEAVY_END_RANGE 1539 // Pyro #define ACHIEVEMENT_TF_PYRO_START_RANGE 1601 #define ACHIEVEMENT_TF_PYRO_KILL_MULTIWEAPONS 1601 #define ACHIEVEMENT_TF_PYRO_SIMULBURN_SCOUTS 1602 #define ACHIEVEMENT_TF_PYRO_FORCE_WATERJUMP 1603 #define ACHIEVEMENT_TF_PYRO_KILL_POSTDEATH 1604 #define ACHIEVEMENT_TF_PYRO_KILL_SPIES 1605 #define ACHIEVEMENT_TF_PYRO_KILL_CARRIERS 1606 #define ACHIEVEMENT_TF_PYRO_REVEAL_SPIES 1607 #define ACHIEVEMENT_TF_PYRO_CAMP_TELEPORTERS 1608 #define ACHIEVEMENT_TF_PYRO_CAMP_POSITION 1609 #define ACHIEVEMENT_TF_PYRO_KILL_AXE_SMALL 1610 #define ACHIEVEMENT_TF_PYRO_KILL_AXE_LARGE 1611 #define ACHIEVEMENT_TF_PYRO_KILL_FROM_BEHIND 1612 #define ACHIEVEMENT_TF_PYRO_BURN_SPIES_AS_YOU 1613 #define ACHIEVEMENT_TF_PYRO_BURN_SNIPERS_ZOOMED 1614 #define ACHIEVEMENT_TF_PYRO_BURN_MEDICS_CHARGED 1615 #define ACHIEVEMENT_TF_PYRO_REFLECT_PROJECTILES 1616 #define ACHIEVEMENT_TF_PYRO_KILL_HEAVIES 1617 #define ACHIEVEMENT_TF_PYRO_KILL_UNDERWATER 1618 #define ACHIEVEMENT_TF_PYRO_KILL_UBERCHARGE 1619 #define ACHIEVEMENT_TF_PYRO_DESTROY_BUILDINGS 1620 #define ACHIEVEMENT_TF_PYRO_DEFEND_POINTS 1621 #define ACHIEVEMENT_TF_PYRO_KILL_GRIND 1622 #define ACHIEVEMENT_TF_PYRO_DAMAGE_GRIND 1623 #define ACHIEVEMENT_TF_PYRO_BURN_MEDICPAIR 1624 #define ACHIEVEMENT_TF_PYRO_KILL_TAUNT 1625 #define ACHIEVEMENT_TF_PYRO_KILL_TEAMWORK 1626 #define ACHIEVEMENT_TF_PYRO_BURN_SPY_TAUNT 1627 #define ACHIEVEMENT_TF_PYRO_DOMINATE_LEAVESVR 1628 #define ACHIEVEMENT_TF_PYRO_REFLECT_CROCKET_KILL 1629 #define ACHIEVEMENT_TF_PYRO_KILL_TAUNTERS 1630 #define ACHIEVEMENT_TF_PYRO_DOUBLE_KO 1631 #define ACHIEVEMENT_TF_PYRO_BURN_RJ_SOLDIER 1632 #define ACHIEVEMENT_TF_PYRO_FREEZECAM_TAUNTS 1633 #define ACHIEVEMENT_TF_PYRO_KILL_GRIND_LARGE 1634 #define ACHIEVEMENT_TF_PYRO_IGNITE_FLAREGUN 1635 #define ACHIEVEMENT_TF_PYRO_ACHIEVE_PROGRESS1 1637 #define ACHIEVEMENT_TF_PYRO_ACHIEVE_PROGRESS2 1638 #define ACHIEVEMENT_TF_PYRO_ACHIEVE_PROGRESS3 1639 #define ACHIEVEMENT_TF_PYRO_IGNITE_WITH_RAINBOW 1640 #define ACHIEVEMENT_TF_PYRO_IGNITE_PLAYER_BEING_FLIPPED 1641 #define ACHIEVEMENT_TF_PYRO_END_RANGE 1641 // Spy #define ACHIEVEMENT_TF_SPY_START_RANGE 1701 #define ACHIEVEMENT_TF_SPY_BACKSTAB_SNIPERS 1701 #define ACHIEVEMENT_TF_SPY_FREEZECAM_FLICK 1702 #define ACHIEVEMENT_TF_SPY_BACKSTAB_DISGUISED_SPY 1703 #define ACHIEVEMENT_TF_SPY_BACKSTAB_DISGUISE_TARGET 1704 #define ACHIEVEMENT_TF_SPY_TAUNT_KILL 1705 #define ACHIEVEMENT_TF_SPY_BACKSTAB_MEDIC_HEALING_YOU 1706 #define ACHIEVEMENT_TF_SPY_BACKSTAB_ENGY_SAP_BUILDING 1707 #define ACHIEVEMENT_TF_SPY_SAP_BUILDING_BACKSTAB_ENGY 1708 #define ACHIEVEMENT_TF_SPY_BACKSTAB_MEDIC_PAIR 1709 #define ACHIEVEMENT_TF_SPY_BACKSTAB_FRIENDS 1710 #define ACHIEVEMENT_TF_SPY_DOMINATE_SNIPER 1711 #define ACHIEVEMENT_TF_SPY_BUMP_CLOAKED_SPY 1712 #define ACHIEVEMENT_TF_SPY_KILL_SPY_WITH_KNIFE 1713 #define ACHIEVEMENT_TF_SPY_SURVIVE_BURNING 1714 #define ACHIEVEMENT_TF_SPY_BREAK_SHIELD_KILL_SNIPER 1715 #define ACHIEVEMENT_TF_SPY_KILL_WORKING_ENGY 1716 #define ACHIEVEMENT_TF_SPY_FAST_CAP 1717 #define ACHIEVEMENT_TF_SPY_MEDIC_HEALING_KILL_ENEMY 1718 #define ACHIEVEMENT_TF_SPY_KILL_CP_DEFENDERS 1719 #define ACHIEVEMENT_TF_SPY_BACKSTAB_DOMINATING_ENEMY 1720 #define ACHIEVEMENT_TF_SPY_REVENGE_WITH_BACKSTAB 1721 #define ACHIEVEMENT_TF_SPY_KNIFE_KILL_WHILE_JARATED 1722 #define ACHIEVEMENT_TF_SPY_BACKSTAB_QUICK_KILLS 1723 #define ACHIEVEMENT_TF_SPY_BACKSTAB_GRIND 1724 #define ACHIEVEMENT_TF_SPY_SAPPER_GRIND 1725 #define ACHIEVEMENT_TF_SPY_SAPPER_TEAMWORK 1726 #define ACHIEVEMENT_TF_SPY_BACKSTAB_MEDIC_CHARGED 1727 #define ACHIEVEMENT_TF_SPY_BACKSTAB_CAPPING_ENEMIES 1728 #define ACHIEVEMENT_TF_SPY_BACKSTAB_ENEMY_SWITCH_PYRO 1729 #define ACHIEVEMENT_TF_SPY_AMBASSADOR_GRIND 1730 #define ACHIEVEMENT_TF_SPY_AMBASSADOR_SNIPER_GRIND 1731 #define ACHIEVEMENT_TF_SPY_FEIGN_DEATH_KILL 1732 #define ACHIEVEMENT_TF_SPY_AMBASSADOR_SCOUT_GRIND 1733 #define ACHIEVEMENT_TF_SPY_CAMP_POSITION 1734 #define ACHIEVEMENT_TF_SPY_ACHIEVE_PROGRESS1 1735 #define ACHIEVEMENT_TF_SPY_ACHIEVE_PROGRESS2 1736 #define ACHIEVEMENT_TF_SPY_ACHIEVE_PROGRESS3 1737 #define ACHIEVEMENT_TF_SPY_KILL_BACKSCATTER_SCOUT 1738 #define ACHIEVEMENT_TF_SPY_END_RANGE 1738 // Engineer #define ACHIEVEMENT_TF_ENGINEER_START_RANGE 1801 #define ACHIEVEMENT_TF_ENGINEER_ACHIEVE_PROGRESS1 1801 #define ACHIEVEMENT_TF_ENGINEER_ACHIEVE_PROGRESS2 1802 #define ACHIEVEMENT_TF_ENGINEER_ACHIEVE_PROGRESS3 1803 #define ACHIEVEMENT_TF_ENGINEER_REVENGE_CRIT_SENTRY_KILLER 1804 #define ACHIEVEMENT_TF_ENGINEER_TELEPORT_GRIND 1805 #define ACHIEVEMENT_TF_ENGINEER_DISPENSER_EXTINGUISH 1806 #define ACHIEVEMENT_TF_ENGINEER_MANUAL_CLOAKED_SPY_KILL 1807 #define ACHIEVEMENT_TF_ENGINEER_REVENGE_CRIT_LIFE 1808 #define ACHIEVEMENT_TF_ENGINEER_MANUAL_SENTRY_ABSORB_DMG 1809 #define ACHIEVEMENT_TF_ENGINEER_MANUAL_SENTRY_KILLS_BEYOND_RANGE 1810 #define ACHIEVEMENT_TF_ENGINEER_UPGRADE_BUILDINGS 1811 #define ACHIEVEMENT_TF_ENGINEER_DISPENSER_HEAL_GROUP 1812 #define ACHIEVEMENT_TF_ENGINEER_SENTRY_KILL_LIFETIME_GRIND 1813 #define ACHIEVEMENT_TF_ENGINEER_WASTE_METAL_GRIND 1814 #define ACHIEVEMENT_TF_ENGINEER_KILL_FLAG_CARRIERS 1815 #define ACHIEVEMENT_TF_ENGINEER_KILL_DISGUISED_SPY 1816 #define ACHIEVEMENT_TF_ENGINEER_HELP_BUILD_STRUCTURE 1817 #define ACHIEVEMENT_TF_ENGINEER_FREEZECAM_TAUNT 1818 #define ACHIEVEMENT_TF_ENGINEER_FREEZECAM_SENTRY 1819 #define ACHIEVEMENT_TF_ENGINEER_SHOTGUN_KILL_PREV_SENTRY_TARGET 1820 #define ACHIEVEMENT_TF_ENGINEER_SENTRY_AVENGES_YOU 1821 #define ACHIEVEMENT_TF_ENGINEER_REPAIR_SENTRY_W_MEDIC 1822 #define ACHIEVEMENT_TF_ENGINEER_SENTRY_KILL_CAPS 1823 #define ACHIEVEMENT_TF_ENGINEER_DESTROY_SAPPERS 1824 #define ACHIEVEMENT_TF_ENGINEER_KILL_SPY_TWO_SAPPERS 1825 #define ACHIEVEMENT_TF_ENGINEER_REMOVE_SAPPER_LONG_DIST 1826 #define ACHIEVEMENT_TF_ENGINEER_TAUNT_KILL 1827 #define ACHIEVEMENT_TF_ENGINEER_DESTROY_STICKIES 1828 #define ACHIEVEMENT_TF_ENGINEER_HELP_MANUAL_SENTRY 1829 #define ACHIEVEMENT_TF_ENGINEER_KILL_SNIPERS_SENTRY 1830 #define ACHIEVEMENT_TF_ENGINEER_KILL_SENTRY_WITH_SENTRY 1831 #define ACHIEVEMENT_TF_ENGINEER_MOVE_SENTRY_GET_KILL 1832 #define ACHIEVEMENT_TF_ENGINEER_BUILDING_CARRY 1833 #define ACHIEVEMENT_TF_ENGINEER_KILL_ASSIST 1834 #define ACHIEVEMENT_TF_ENGINEER_DISPENSER_HEAL_GRIND 1835 #define ACHIEVEMENT_TF_ENGINEER_REPAIR_TEAM_GRIND 1836 #define ACHIEVEMENT_TF_ENGINEER_TANK_DAMAGE 1837 #define ACHIEVEMENT_TF_ENGINEER_HEAVY_ASSIST 1838 #define ACHIEVEMENT_TF_ENGINEER_END_RANGE 1838 #define ACHIEVEMENT_END_CLASS_SPECIFIC 1899 // Halloween Events #define ACHIEVEMENT_TF_HALLOWEEN_START_RANGE 1901 #define ACHIEVEMENT_TF_HALLOWEEN_COLLECT_PUMPKINS 1901 #define ACHIEVEMENT_TF_HALLOWEEN_DOMINATE_FOR_HAT 1902 #define ACHIEVEMENT_TF_HALLOWEEN_KILL_SCARED_PLAYER 1903 #define ACHIEVEMENT_TF_HALLOWEEN_PUMPKIN_KILL 1904 #define ACHIEVEMENT_TF_HALLOWEEN_DISGUISED_SPY_KILL 1905 #define ACHIEVEMENT_TF_HALLOWEEN_BOSS_KILL 1906 #define ACHIEVEMENT_TF_HALLOWEEN_COLLECT_GOODY_BAG 1907 #define ACHIEVEMENT_TF_HALLOWEEN_CRAFT_SAXTON_MASK 1908 #define ACHIEVEMENT_TF_HALLOWEEN_BOSS_KILL_MELEE 1909 #define ACHIEVEMENT_TF_HALLOWEEN_EYEBOSS_KILL 1910 #define ACHIEVEMENT_TF_HALLOWEEN_LOOT_ISLAND 1911 #define ACHIEVEMENT_TF_HALLOWEEN_MERASMUS_COLLECT_LOOT 1912 #define ACHIEVEMENT_TF_HALLOWEEN_MERASMUS_KILL 1913 // These six achievements are part of the milestone for Helltower. Order matters here. #define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_RARE_SPELL 1914 #define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_WIN_ROUNDS 1915 #define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_ENVIRONMENTAL_KILLS 1916 #define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_SKELETON_GRIND 1917 #define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_KILL_GRIND 1918 #define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_KILL_BROTHERS 1919 // This is the milestone for Helltower. Order matters here. 4/6 of the above achievements are required. #define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_MILESTONE 1920 #define ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_SKULL_ISLAND_REWARD 1921 // These six achievements are part of the milestone for Doomsday. Order matters here. #define ACHIEVEMENT_TF_HALLOWEEN_DOOMSDAY_KILL_KARTS 1922 #define ACHIEVEMENT_TF_HALLOWEEN_DOOMSDAY_COLLECT_DUCKS 1923 #define ACHIEVEMENT_TF_HALLOWEEN_DOOMSDAY_SCORE_GOALS 1924 #define ACHIEVEMENT_TF_HALLOWEEN_DOOMSDAY_RESPAWN_TEAMMATES 1925 #define ACHIEVEMENT_TF_HALLOWEEN_DOOMSDAY_TINY_SMASHER 1926 #define ACHIEVEMENT_TF_HALLOWEEN_DOOMSDAY_WIN_MINIGAMES 1927 // This is the milestone for Doomsday. Order matters here. 4/6 of the above achievements are required. #define ACHIEVEMENT_TF_HALLOWEEN_DOOMSDAY_MILESTONE 1928 #define ACHIEVEMENT_TF_HALLOWEEN_END_RANGE 1928 // Replay Achievements #define ACHIEVEMENT_TF_REPLAY_START_RANGE 2001 #define ACHIEVEMENT_TF_REPLAY_SAVE_REPLAY 2001 #define ACHIEVEMENT_TF_REPLAY_PERFORMANCE_MODE 2002 #define ACHIEVEMENT_TF_REPLAY_BROWSE_REPLAYS 2003 #define ACHIEVEMENT_TF_REPLAY_EDIT_TIME 2004 #define ACHIEVEMENT_TF_REPLAY_YOUTUBE_VIEWS_TIER1 2005 #define ACHIEVEMENT_TF_REPLAY_YOUTUBE_VIEWS_TIER2 2006 #define ACHIEVEMENT_TF_REPLAY_YOUTUBE_VIEWS_TIER3 2007 #define ACHIEVEMENT_TF_REPLAY_YOUTUBE_VIEWS_HIGHEST 2008 #define ACHIEVEMENT_TF_REPLAY_END_RANGE 2008 // Christmas Event #define ACHIEVEMENT_TF_CHRISTMAS_START_RANGE 2101 #define ACHIEVEMENT_TF_CHRISTMAS_COLLECT_GIFTS 2101 #define ACHIEVEMENT_TF_CHRISTMAS_END_RANGE 2101 // Foundry Achievements #define ACHIEVEMENT_TF_MAPS_FOUNDRY_START_RANGE 2201 #define ACHIEVEMENT_TF_MAPS_FOUNDRY_KILL_CAPPING_ENEMY 2201 #define ACHIEVEMENT_TF_MAPS_FOUNDRY_PLAY_GAME_FRIENDS 2202 #define ACHIEVEMENT_TF_MAPS_FOUNDRY_WIN_MINTIME 2203 #define ACHIEVEMENT_TF_MAPS_FOUNDRY_WIN_ROUNDS 2204 #define ACHIEVEMENT_TF_MAPS_FOUNDRY_FAST_FINAL_CAP 2205 #define ACHIEVEMENT_TF_MAPS_FOUNDRY_TELEPORT_AND_CAP 2206 #define ACHIEVEMENT_TF_MAPS_FOUNDRY_PUSH_INTO_CAULDRON 2207 #define ACHIEVEMENT_TF_MAPS_FOUNDRY_PUSH_BACK_AND_WIN 2208 #define ACHIEVEMENT_TF_MAPS_FOUNDRY_PLAY_EACH_CLASS 2209 #define ACHIEVEMENT_TF_MAPS_FOUNDRY_KILL_ENEMY_ON_ROOF 2210 #define ACHIEVEMENT_TF_MAPS_FOUNDRY_BACK_AND_FORTH_BATTLE 2211 #define ACHIEVEMENT_TF_MAPS_FOUNDRY_ACHIEVE_PROGRESS1 2212 #define ACHIEVEMENT_TF_MAPS_FOUNDRY_END_RANGE 2212 // MvM Achievements #define ACHIEVEMENT_TF_MVM_START_RANGE 2301 #define ACHIEVEMENT_TF_MVM_COMPLETE_POP_FILE 2301 #define ACHIEVEMENT_TF_MVM_EARN_MONEY_BONUS 2302 #define ACHIEVEMENT_TF_MVM_ADVANCED_EARN_ALL_BONUSES 2303 #define ACHIEVEMENT_TF_MVM_PICKUP_MONEY_ABOUT_TO_EXPIRE 2304 #define ACHIEVEMENT_TF_MVM_COLLECT_MONEY_GRIND 2305 #define ACHIEVEMENT_TF_MVM_PLAY_GAME_FRIENDS 2306 #define ACHIEVEMENT_TF_MVM_PLAY_EACH_CLASS 2307 #define ACHIEVEMENT_TF_MVM_DESTROY_TWO_TANKS 2308 #define ACHIEVEMENT_TF_MVM_DESTROY_TANK_WHILE_DEPLOYING 2309 #define ACHIEVEMENT_TF_MVM_DESTROY_TANK_QUICKLY 2310 #define ACHIEVEMENT_TF_MVM_DEFEND_CAP 2311 #define ACHIEVEMENT_TF_MVM_KILL_BOMB_CARRIERS 2312 #define ACHIEVEMENT_TF_MVM_COMPLETE_WAVE_WITHOUT_DYING 2313 #define ACHIEVEMENT_TF_MVM_COMPLETE_TOUR 2314 #define ACHIEVEMENT_TF_MVM_USE_TELEPORT_BOTTLE 2315 #define ACHIEVEMENT_TF_MVM_USE_CRIT_BOTTLE 2316 #define ACHIEVEMENT_TF_MVM_USE_UBER_BOTTLE 2317 #define ACHIEVEMENT_TF_MVM_USE_BUILD_BOTTLE 2318 #define ACHIEVEMENT_TF_MVM_USE_AMMO_BOTTLE 2319 #define ACHIEVEMENT_TF_MVM_MAX_PRIMARY_UPGRADES 2320 #define ACHIEVEMENT_TF_MVM_MAX_PLAYER_RESISTANCES 2321 #define ACHIEVEMENT_TF_MVM_NO_ALARMS_IN_FINAL_WAVE 2322 #define ACHIEVEMENT_TF_MVM_KILL_MEDICS_CHARGED 2323 #define ACHIEVEMENT_TF_MVM_KILL_ROBOT_GRIND 2324 #define ACHIEVEMENT_TF_MVM_KILL_ROBOT_MEGA_GRIND 2325 #define ACHIEVEMENT_TF_MVM_KILL_SENTRY_BUSTER 2326 #define ACHIEVEMENT_TF_MVM_SPY_SAP_ROBOTS 2327 #define ACHIEVEMENT_TF_MVM_SOLDIER_BUFF_TEAM 2328 #define ACHIEVEMENT_TF_MVM_HEAVY_RAGE_PUSH_DEPLOYING_ROBOT 2329 #define ACHIEVEMENT_TF_MVM_MEDIC_SHARE_BOTTLES 2330 #define ACHIEVEMENT_TF_MVM_DEMO_GROUP_KILL 2331 #define ACHIEVEMENT_TF_MVM_SCOUT_MARK_FOR_DEATH 2332 #define ACHIEVEMENT_TF_MVM_SNIPER_KILL_GROUP 2333 #define ACHIEVEMENT_TF_MVM_PYRO_BOMB_RESET 2334 #define ACHIEVEMENT_TF_MVM_ENGINEER_ESCAPE_SENTRY_BUSTER 2335 #define ACHIEVEMENT_TF_MVM_ACHIEVE_PROGRESS1 2336 #define ACHIEVEMENT_TF_MVM_ACHIEVE_PROGRESS2 2337 #define ACHIEVEMENT_TF_MVM_ACHIEVE_PROGRESS3 2338 #define ACHIEVEMENT_TF_MVM_MAPS_ROTTENBURG_TANK 2339 #define ACHIEVEMENT_TF_MVM_MAPS_ROTTENBURG_BOMB 2340 #define ACHIEVEMENT_TF_MVM_MAPS_ROTTENBURG_PIT_GRIND 2341 #define ACHIEVEMENT_TF_MVM_MAPS_MANNHATTAN_PIT 2342 #define ACHIEVEMENT_TF_MVM_MAPS_MANNHATTAN_MYSTERY 2343 #define ACHIEVEMENT_TF_MVM_MAPS_MANNHATTAN_NO_GATES 2344 #define ACHIEVEMENT_TF_MVM_MAPS_MANNHATTAN_STUN_RADIOWAVE 2345 #define ACHIEVEMENT_TF_MVM_MAPS_MANNHATTAN_BOMB_BOT_GRIND 2346 #define ACHIEVEMENT_TF_MVM_SENTRY_BUSTER_FRIENDLY_FIRE 2347 #define ACHIEVEMENT_TF_MVM_SNIPER_COLLECT_HEADSHOT_MONEY 2348 #define ACHIEVEMENT_TF_MVM_MEDIC_SHIELD_BLOCK_DAMAGE 2349 #define ACHIEVEMENT_TF_MVM_MEDIC_REVIVE_TEAMMATES 2350 #define ACHIEVEMENT_TF_MVM_ROCKET_SPECIALIST_KILL_GRIND 2351 #define ACHIEVEMENT_TF_MVM_ROCKET_SPECIALIST_STUN_GRIND 2352 #define ACHIEVEMENT_TF_MVM_END_RANGE 2352 // Doomsday Achievements #define ACHIEVEMENT_TF_MAPS_DOOMSDAY_START_RANGE 2401 #define ACHIEVEMENT_TF_MAPS_DOOMSDAY_SOLO_CAPTURE 2401 #define ACHIEVEMENT_TF_MAPS_DOOMSDAY_PLAY_GAME_FRIENDS 2402 #define ACHIEVEMENT_TF_MAPS_DOOMSDAY_WIN_ROUNDS 2403 #define ACHIEVEMENT_TF_MAPS_DOOMSDAY_PLAY_EACH_CLASS 2404 #define ACHIEVEMENT_TF_MAPS_DOOMSDAY_KILL_ENEMIES_ON_ELEVATOR 2405 #define ACHIEVEMENT_TF_MAPS_DOOMSDAY_PUSH_BACK_AND_WIN 2406 #define ACHIEVEMENT_TF_MAPS_DOOMSDAY_KILL_CARRIERS 2407 #define ACHIEVEMENT_TF_MAPS_DOOMSDAY_RIDE_THE_ELEVATOR 2408 #define ACHIEVEMENT_TF_MAPS_DOOMSDAY_DENY_NEUTRAL_PICKUP 2409 #define ACHIEVEMENT_TF_MAPS_DOOMSDAY_PUSH_INTO_EXHAUST 2410 #define ACHIEVEMENT_TF_MAPS_DOOMSDAY_DEFEND_CARRIER 2411 #define ACHIEVEMENT_TF_MAPS_DOOMSDAY_ACHIEVE_PROGRESS1 2412 #define ACHIEVEMENT_TF_MAPS_DOOMSDAY_END_RANGE 2412 // Process Achievement #define ACHIEVEMENT_TF_MAPS_PROCESS_START_RANGE 2501 #define ACHIEVEMENT_TF_MAPS_PROCESS_WIN_ROUNDS 2501 #define ACHIEVEMENT_TF_MAPS_PROCESS_END_RANGE 2501 // Standin Achievement #define ACHIEVEMENT_TF_MAPS_STANDIN_START_RANGE 2601 #define ACHIEVEMENT_TF_MAPS_STANDIN_WIN_ROUNDS 2601 #define ACHIEVEMENT_TF_MAPS_STANDIN_END_RANGE 2601 // Snakewater Achievements #define ACHIEVEMENT_TF_MAPS_SNAKEWATER_START_RANGE 2701 #define ACHIEVEMENT_TF_MAPS_SNAKEWATER_WIN_ROUNDS 2701 #define ACHIEVEMENT_TF_MAPS_SNAKEWATER_PUSH_BACK_AND_WIN 2702 #define ACHIEVEMENT_TF_MAPS_SNAKEWATER_TEAM_KILL 2703 #define ACHIEVEMENT_TF_MAPS_SNAKEWATER_DOUBLE_AIR_DEATHS 2704 #define ACHIEVEMENT_TF_MAPS_SNAKEWATER_KILL_ENEMIES_IN_MIDDLE 2705 #define ACHIEVEMENT_TF_MAPS_SNAKEWATER_END_RANGE 2705 // Powerhouse Achievements #define ACHIEVEMENT_TF_MAPS_POWERHOUSE_START_RANGE 2801 #define ACHIEVEMENT_TF_MAPS_POWERHOUSE_WIN_ROUNDS 2801 #define ACHIEVEMENT_TF_MAPS_POWERHOUSE_PUSH_BACK_AND_WIN 2802 #define ACHIEVEMENT_TF_MAPS_POWERHOUSE_FAST_FINAL_CAP 2803 #define ACHIEVEMENT_TF_MAPS_POWERHOUSE_KILL_CAPPING_PLAYER 2804 #define ACHIEVEMENT_TF_MAPS_POWERHOUSE_KILL_ENEMY_IN_WATER 2805 #define ACHIEVEMENT_TF_MAPS_POWERHOUSE_END_RANGE 2805 const unsigned char *GetTFEncryptionKey( void ); //----------------------------------------------------------------------------- // Sapping Events //----------------------------------------------------------------------------- enum { TF_SAPEVENT_NONE = 0, TF_SAPEVENT_PLACED, TF_SAPEVENT_DONE, }; //----------------------------------------------------------------------------- // Helper code shared between client/server. //----------------------------------------------------------------------------- inline bool BIsAttributeValueWithDeltaOverCap( float flCurAttributeValue, float flAttrDeltaValue, float flCap ) { return AlmostEqual( flCurAttributeValue, flCap ) || ( flAttrDeltaValue > 0 && flCurAttributeValue >= flCap ) || ( flAttrDeltaValue < 0 && flCurAttributeValue <= flCap ); } //----------------------------------------------------------------------------- // Helltower Announcer lines for Redmond and Blutarch //----------------------------------------------------------------------------- enum { HELLTOWER_VO_RED_MISC = 0, HELLTOWER_VO_BLUE_MISC, HELLTOWER_VO_RED_MISC_RARE, HELLTOWER_VO_BLUE_MISC_RARE, HELLTOWER_VO_RED_WINNING, HELLTOWER_VO_BLUE_WINNING, HELLTOWER_VO_RED_WINNING_RARE, HELLTOWER_VO_BLUE_WINNING_RARE, HELLTOWER_VO_RED_LOSING, HELLTOWER_VO_BLUE_LOSING, HELLTOWER_VO_RED_LOSING_RARE, HELLTOWER_VO_BLUE_LOSING_RARE, HELLTOWER_VO_RED_WIN, HELLTOWER_VO_BLUE_WIN, HELLTOWER_VO_RED_WIN_RARE, HELLTOWER_VO_BLUE_WIN_RARE, HELLTOWER_VO_RED_LOSE, HELLTOWER_VO_BLUE_LOSE, HELLTOWER_VO_RED_LOSE_RARE, HELLTOWER_VO_BLUE_LOSE_RARE, HELLTOWER_VO_RED_ROUNDSTART, HELLTOWER_VO_BLUE_ROUNDSTART, HELLTOWER_VO_RED_ROUNDSTART_RARE, HELLTOWER_VO_BLUE_ROUNDSTART_RARE, HELLTOWER_VO_RED_SKELETON_KING, HELLTOWER_VO_BLUE_SKELETON_KING, HELLTOWER_VO_RED_NEAR_WIN, HELLTOWER_VO_BLUE_NEAR_WIN, HELLTOWER_VO_RED_NEAR_LOSE, HELLTOWER_VO_BLUE_NEAR_LOSE, HELLTOWER_VO_COUNT, }; struct helltower_vo_t { const char *m_pszFormatString; int m_nCount; }; extern helltower_vo_t g_pszHelltowerAnnouncerLines[]; // flags to ignore certain check in CanAttack function #define TF_CAN_ATTACK_FLAG_NONE 0 #define TF_CAN_ATTACK_FLAG_GRAPPLINGHOOK 0x01 struct PlayerHistoryInfo_t { CSteamID steamID; float flTime; // Time last seen int nTeam; // Last team they were on }; // When adding new RuneTypes_t, make sure to add new condition codes to // ETFCond and also update GetConditionFromRuneType and GetRuneTypeFromCondition. enum RuneTypes_t { RUNE_NONE = -1, RUNE_STRENGTH, RUNE_HASTE, RUNE_REGEN, RUNE_RESIST, RUNE_VAMPIRE, RUNE_REFLECT, RUNE_PRECISION, RUNE_AGILITY, RUNE_KNOCKOUT, RUNE_KING, RUNE_PLAGUE, RUNE_SUPERNOVA, // ADD NEW RUNE TYPE HERE, DO NOT RE-ORDER RUNE_TYPES_MAX }; inline ETFCond GetConditionFromRuneType( RuneTypes_t rt ) { switch ( rt ) { case RUNE_NONE: return TF_COND_INVALID; case RUNE_STRENGTH: return TF_COND_RUNE_STRENGTH; case RUNE_HASTE: return TF_COND_RUNE_HASTE; case RUNE_REGEN: return TF_COND_RUNE_REGEN; case RUNE_RESIST: return TF_COND_RUNE_RESIST; case RUNE_VAMPIRE: return TF_COND_RUNE_VAMPIRE; case RUNE_REFLECT: return TF_COND_RUNE_REFLECT; case RUNE_PRECISION: return TF_COND_RUNE_PRECISION; case RUNE_AGILITY: return TF_COND_RUNE_AGILITY; case RUNE_KNOCKOUT: return TF_COND_RUNE_KNOCKOUT; case RUNE_KING: return TF_COND_RUNE_KING; case RUNE_PLAGUE: return TF_COND_RUNE_PLAGUE; case RUNE_SUPERNOVA: return TF_COND_RUNE_SUPERNOVA; default: AssertMsg( 0, "Unexpected rune_type rt (%d) in GetConditionFromRuneType", rt ); } return TF_COND_INVALID; } enum TemporaryRuneTypes_t { RUNETYPE_TEMP_NONE = 0, RUNETYPE_TEMP_CRIT, RUNETYPE_TEMP_UBER, RUNETYPE_TEMP_MAX, }; const char *GetPowerupIconName( RuneTypes_t type, int iTeam ); #define TOURNAMENT_NOCANCEL_TIME 10 #define TF_WEAPON_PICKUP_RANGE 150 enum CampaignMedalDisplayType_t { CAMPAIGN_MEDAL_DISPLAY_TYPE_NONE = 0, // Gun Mettle Campaign CAMPAIGN_MEDAL_DISPLAY_TYPE_SUMMER2015_GRAVEL, CAMPAIGN_MEDAL_DISPLAY_TYPE_SUMMER2015_BRONZE, CAMPAIGN_MEDAL_DISPLAY_TYPE_SUMMER2015_SILVER, CAMPAIGN_MEDAL_DISPLAY_TYPE_SUMMER2015_GOLD, // Invasion Community Update CAMPAIGN_MEDAL_DISPLAY_TYPE_INVASION, // Halloween CAMPAIGN_MEDAL_DISPLAY_TYPE_HALLOWEEN_GRAVEL, CAMPAIGN_MEDAL_DISPLAY_TYPE_HALLOWEEN_BRONZE, CAMPAIGN_MEDAL_DISPLAY_TYPE_HALLOWEEN_SILVER, CAMPAIGN_MEDAL_DISPLAY_TYPE_HALLOWEEN_GOLD, // Tough Break Campaign CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_GRAVEL1, CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_BRONZE1, CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_SILVER1, CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_GOLD1, CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_GRAVEL2, CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_BRONZE2, CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_SILVER2, CAMPAIGN_MEDAL_DISPLAY_TYPE_WINTER2016_GOLD2, CAMPAIGN_MEDAL_DISPLAY_TYPE_COUNT, }; enum CampaignMedalBaseType_t { CAMPAIGN_MEDAL_SUMMER2015 = 0x001, CAMPAIGN_MEDAL_INVASION = 0x002, CAMPAIGN_MEDAL_HALLOWEEN = 0x004, CAMPAIGN_MEDAL_WINTER2016 = 0x008, }; extern const char *g_pszCampaignMedalIcons[]; // Rage buffs - how is rage generated with respect to a buff ID? enum { kRageBuffFlag_None = 0x00, kRageBuffFlag_OnDamageDealt = 0x01, kRageBuffFlag_OnDamageReceived = 0x02, kRageBuffFlag_OnMedicHealingReceived = 0x04, kRageBuffFlag_OnBurnDamageDealt = 0x08, kRageBuffFlag_OnHeal = 0x10 }; struct RageBuffType { unsigned int m_iBuffFlags; float m_fRageScale; int m_nMaxPulses; }; static const RageBuffType g_RageBuffTypes[] = { { kRageBuffFlag_None, 0.f, 10 }, // default/unknown buff type { kRageBuffFlag_OnDamageDealt, 1.f, 10 }, // buff type 1 { kRageBuffFlag_OnDamageDealt, 1.f, 10 }, // buff type 2 { kRageBuffFlag_OnDamageDealt, 1.25f, 10 }, // buff type 3 { kRageBuffFlag_OnMedicHealingReceived, 1.f, 10 }, // buff type 4 { kRageBuffFlag_OnBurnDamageDealt, 1.f, 10 }, // pyro rage { kRageBuffFlag_OnHeal, 1.f, 10 }, // medic healing }; enum { DRAWING_PANEL_TYPE_NONE, DRAWING_PANEL_TYPE_CRAFTING, DRAWING_PANEL_TYPE_MATCH_SUMMARY, DRAWING_PANEL_TYPE_MAX, }; enum RankStatType_t { RankStat_Invalid = -1, RankStat_Score = 0, RankStat_Kills, RankStat_Damage, RankStat_Healing, RankStat_Support, RankStat_Deaths, }; enum StatMedal_t { StatMedal_None = 0, StatMedal_Bronze = 1, StatMedal_Silver = 2, StatMedal_Gold = 3, StatMedal_Max }; #define SF_TEAMSPAWN_SCOUT 1 #define SF_TEAMSPAWN_SNIPER 2 #define SF_TEAMSPAWN_SOLDIER 4 #define SF_TEAMSPAWN_DEMOMAN 8 #define SF_TEAMSPAWN_MEDIC 16 #define SF_TEAMSPAWN_HEAVY 32 #define SF_TEAMSPAWN_PYRO 64 #define SF_TEAMSPAWN_SPY 128 #define SF_TEAMSPAWN_ENGINEER 256 enum MM_PlayerConnectionState_t { MM_DISCONNECTED = 0, MM_CONNECTED, MM_CONNECTING, // the server knows that this player is coming MM_LOADING, // loading into the server MM_WAITING_FOR_PLAYER }; #endif // TF_SHAREDDEFS_H