hl2_src-leak-2017/src/game/shared/sdk/sdk_shareddefs.cpp

117 lines
3.5 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#include "cbase.h"
#include "weapon_sdkbase.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// the 1 / 2 / 3 respectively are all identical in our template mod to start, I've made the base ones (pc_class1, pc_class2, pc_class3) and then duplicated them for the teams.
//Tony; for our template we have two versions.
#if defined ( SDK_USE_PLAYERCLASSES ) && defined ( SDK_USE_TEAMS )
const char *pszTeamBlueClasses[] =
{
"blue_class1",
"blue_class2",
"blue_class3",
NULL
};
const char *pszTeamRedClasses[] =
{
"red_class1",
"red_class2",
"red_class3",
NULL
};
ConVar mp_limit_blue_class1( "mp_limit_blue_class1", "-1", FCVAR_REPLICATED, "Class limit for Blue class 1" );
ConVar mp_limit_blue_class2( "mp_limit_blue_class2", "-1", FCVAR_REPLICATED, "Class limit for Blue class 2" );
ConVar mp_limit_blue_class3( "mp_limit_blue_class3", "-1", FCVAR_REPLICATED, "Class limit for Blue class 3" );
ConVar mp_limit_red_class1( "mp_limit_red_class1", "-1", FCVAR_REPLICATED, "Class limit for Red class 1" );
ConVar mp_limit_red_class2( "mp_limit_red_class2", "-1", FCVAR_REPLICATED, "Class limit for Red class 2" );
ConVar mp_limit_red_class3( "mp_limit_red_class3", "-1", FCVAR_REPLICATED, "Class limit for Red class 3" );
//Tony; not using teams, but we are using classes
#elif defined ( SDK_USE_PLAYERCLASSES ) && !defined( SDK_USE_TEAMS )
const char *pszPlayerClasses[] =
{
"pc_class1",
"pc_class2",
"pc_class3",
NULL
};
ConVar mp_limit_pc_class1( "mp_limit_pc_class1", "-1", FCVAR_REPLICATED, "Class limit for class 1" );
ConVar mp_limit_pc_class2( "mp_limit_pc_class2", "-1", FCVAR_REPLICATED, "Class limit for class 2" );
ConVar mp_limit_pc_class3( "mp_limit_pc_class3", "-1", FCVAR_REPLICATED, "Class limit for class 3" );
#endif
const char *pszTeamNames[] =
{
"#SDK_Team_Unassigned",
"#SDK_Team_Spectator",
#if defined ( SDK_USE_TEAMS )
"#SDK_Team_Blue",
"#SDK_Team_Red",
#endif
};
//Tony; We need to precache all possible player models that we're going to use
const char *pszPossiblePlayerModels[] =
{
SDK_PLAYER_MODEL,
"models/player/american_rifleman.mdl",
"models/player/german_rifleman.mdl",
NULL
};
// ----------------------------------------------------------------------------- //
// Global Weapon Definitions
// ----------------------------------------------------------------------------- //
//--------------------------------------------------------------------------------------------------------
static const char * s_WeaponAliasInfo[] =
{
"none", // WEAPON_NONE
"mp5", // SDK_WEAPON_MP5
"shotgun", // SDK_WEAPON_SHOTGUN
"grenade", // SDK_WEAPON_GRENADE
"pistol", // SDK_WEAPON_PISTOL
"crowbar", // SDK_WEAPON_CROWBAR
NULL, // WEAPON_NONE
};
//--------------------------------------------------------------------------------------------------------
//
// Given an alias, return the associated weapon ID
//
int AliasToWeaponID( const char *alias )
{
if (alias)
{
for( int i=0; s_WeaponAliasInfo[i] != NULL; ++i )
if (!Q_stricmp( s_WeaponAliasInfo[i], alias ))
return i;
}
return WEAPON_NONE;
}
//--------------------------------------------------------------------------------------------------------
//
// Given a weapon ID, return its alias
//
const char *WeaponIDToAlias( int id )
{
if ( (id >= WEAPON_MAX) || (id < 0) )
return NULL;
return s_WeaponAliasInfo[id];
}