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+//========= 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
+