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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/shared/hl2/hl2_gamerules.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/shared/hl2/hl2_gamerules.cpp')
-rw-r--r--mp/src/game/shared/hl2/hl2_gamerules.cpp3760
1 files changed, 1880 insertions, 1880 deletions
diff --git a/mp/src/game/shared/hl2/hl2_gamerules.cpp b/mp/src/game/shared/hl2/hl2_gamerules.cpp
index 2038f4d9..bdd5abec 100644
--- a/mp/src/game/shared/hl2/hl2_gamerules.cpp
+++ b/mp/src/game/shared/hl2/hl2_gamerules.cpp
@@ -1,1880 +1,1880 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: The Half-Life 2 game rules, such as the relationship tables and ammo
-// damage cvars.
-//
-//=============================================================================
-
-#include "cbase.h"
-#include "hl2_gamerules.h"
-#include "ammodef.h"
-#include "hl2_shareddefs.h"
-
-#ifdef CLIENT_DLL
-
-#else
- #include "player.h"
- #include "game.h"
- #include "gamerules.h"
- #include "teamplay_gamerules.h"
- #include "hl2_player.h"
- #include "voice_gamemgr.h"
- #include "globalstate.h"
- #include "ai_basenpc.h"
- #include "weapon_physcannon.h"
-#endif
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-
-REGISTER_GAMERULES_CLASS( CHalfLife2 );
-
-BEGIN_NETWORK_TABLE_NOBASE( CHalfLife2, DT_HL2GameRules )
- #ifdef CLIENT_DLL
- RecvPropBool( RECVINFO( m_bMegaPhysgun ) ),
- #else
- SendPropBool( SENDINFO( m_bMegaPhysgun ) ),
- #endif
-END_NETWORK_TABLE()
-
-
-LINK_ENTITY_TO_CLASS( hl2_gamerules, CHalfLife2Proxy );
-IMPLEMENT_NETWORKCLASS_ALIASED( HalfLife2Proxy, DT_HalfLife2Proxy )
-
-
-#ifdef CLIENT_DLL
- void RecvProxy_HL2GameRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
- {
- CHalfLife2 *pRules = HL2GameRules();
- Assert( pRules );
- *pOut = pRules;
- }
-
- BEGIN_RECV_TABLE( CHalfLife2Proxy, DT_HalfLife2Proxy )
- RecvPropDataTable( "hl2_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_HL2GameRules ), RecvProxy_HL2GameRules )
- END_RECV_TABLE()
-#else
- void* SendProxy_HL2GameRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
- {
- CHalfLife2 *pRules = HL2GameRules();
- Assert( pRules );
- pRecipients->SetAllRecipients();
- return pRules;
- }
-
- BEGIN_SEND_TABLE( CHalfLife2Proxy, DT_HalfLife2Proxy )
- SendPropDataTable( "hl2_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_HL2GameRules ), SendProxy_HL2GameRules )
- END_SEND_TABLE()
-#endif
-
-ConVar physcannon_mega_enabled( "physcannon_mega_enabled", "0", FCVAR_CHEAT | FCVAR_REPLICATED );
-
-// Controls the application of the robus radius damage model.
-ConVar sv_robust_explosions( "sv_robust_explosions","1", FCVAR_REPLICATED );
-
-// Damage scale for damage inflicted by the player on each skill level.
-ConVar sk_dmg_inflict_scale1( "sk_dmg_inflict_scale1", "1.50", FCVAR_REPLICATED );
-ConVar sk_dmg_inflict_scale2( "sk_dmg_inflict_scale2", "1.00", FCVAR_REPLICATED );
-ConVar sk_dmg_inflict_scale3( "sk_dmg_inflict_scale3", "0.75", FCVAR_REPLICATED );
-
-// Damage scale for damage taken by the player on each skill level.
-ConVar sk_dmg_take_scale1( "sk_dmg_take_scale1", "0.50", FCVAR_REPLICATED );
-ConVar sk_dmg_take_scale2( "sk_dmg_take_scale2", "1.00", FCVAR_REPLICATED );
-#ifdef HL2_EPISODIC
- ConVar sk_dmg_take_scale3( "sk_dmg_take_scale3", "2.0", FCVAR_REPLICATED );
-#else
- ConVar sk_dmg_take_scale3( "sk_dmg_take_scale3", "1.50", FCVAR_REPLICATED );
-#endif//HL2_EPISODIC
-
-ConVar sk_allow_autoaim( "sk_allow_autoaim", "1", FCVAR_REPLICATED | FCVAR_ARCHIVE_XBOX );
-
-// Autoaim scale
-ConVar sk_autoaim_scale1( "sk_autoaim_scale1", "1.0", FCVAR_REPLICATED );
-ConVar sk_autoaim_scale2( "sk_autoaim_scale2", "1.0", FCVAR_REPLICATED );
-//ConVar sk_autoaim_scale3( "sk_autoaim_scale3", "0.0", FCVAR_REPLICATED ); NOT CURRENTLY OFFERED ON SKILL 3
-
-// Quantity scale for ammo received by the player.
-ConVar sk_ammo_qty_scale1 ( "sk_ammo_qty_scale1", "1.20", FCVAR_REPLICATED );
-ConVar sk_ammo_qty_scale2 ( "sk_ammo_qty_scale2", "1.00", FCVAR_REPLICATED );
-ConVar sk_ammo_qty_scale3 ( "sk_ammo_qty_scale3", "0.60", FCVAR_REPLICATED );
-
-ConVar sk_plr_health_drop_time ( "sk_plr_health_drop_time", "30", FCVAR_REPLICATED );
-ConVar sk_plr_grenade_drop_time ( "sk_plr_grenade_drop_time", "30", FCVAR_REPLICATED );
-
-ConVar sk_plr_dmg_ar2 ( "sk_plr_dmg_ar2","0", FCVAR_REPLICATED );
-ConVar sk_npc_dmg_ar2 ( "sk_npc_dmg_ar2","0", FCVAR_REPLICATED);
-ConVar sk_max_ar2 ( "sk_max_ar2","0", FCVAR_REPLICATED);
-ConVar sk_max_ar2_altfire ( "sk_max_ar2_altfire","0", FCVAR_REPLICATED);
-
-ConVar sk_plr_dmg_alyxgun ( "sk_plr_dmg_alyxgun","0", FCVAR_REPLICATED );
-ConVar sk_npc_dmg_alyxgun ( "sk_npc_dmg_alyxgun","0", FCVAR_REPLICATED);
-ConVar sk_max_alyxgun ( "sk_max_alyxgun","0", FCVAR_REPLICATED);
-
-ConVar sk_plr_dmg_pistol ( "sk_plr_dmg_pistol","0", FCVAR_REPLICATED );
-ConVar sk_npc_dmg_pistol ( "sk_npc_dmg_pistol","0", FCVAR_REPLICATED);
-ConVar sk_max_pistol ( "sk_max_pistol","0", FCVAR_REPLICATED);
-
-ConVar sk_plr_dmg_smg1 ( "sk_plr_dmg_smg1","0", FCVAR_REPLICATED );
-ConVar sk_npc_dmg_smg1 ( "sk_npc_dmg_smg1","0", FCVAR_REPLICATED);
-ConVar sk_max_smg1 ( "sk_max_smg1","0", FCVAR_REPLICATED);
-
-// FIXME: remove these
-//ConVar sk_plr_dmg_flare_round ( "sk_plr_dmg_flare_round","0", FCVAR_REPLICATED);
-//ConVar sk_npc_dmg_flare_round ( "sk_npc_dmg_flare_round","0", FCVAR_REPLICATED);
-//ConVar sk_max_flare_round ( "sk_max_flare_round","0", FCVAR_REPLICATED);
-
-ConVar sk_plr_dmg_buckshot ( "sk_plr_dmg_buckshot","0", FCVAR_REPLICATED);
-ConVar sk_npc_dmg_buckshot ( "sk_npc_dmg_buckshot","0", FCVAR_REPLICATED);
-ConVar sk_max_buckshot ( "sk_max_buckshot","0", FCVAR_REPLICATED);
-ConVar sk_plr_num_shotgun_pellets( "sk_plr_num_shotgun_pellets","7", FCVAR_REPLICATED);
-
-ConVar sk_plr_dmg_rpg_round ( "sk_plr_dmg_rpg_round","0", FCVAR_REPLICATED);
-ConVar sk_npc_dmg_rpg_round ( "sk_npc_dmg_rpg_round","0", FCVAR_REPLICATED);
-ConVar sk_max_rpg_round ( "sk_max_rpg_round","0", FCVAR_REPLICATED);
-
-ConVar sk_plr_dmg_sniper_round ( "sk_plr_dmg_sniper_round","0", FCVAR_REPLICATED);
-ConVar sk_npc_dmg_sniper_round ( "sk_npc_dmg_sniper_round","0", FCVAR_REPLICATED);
-ConVar sk_max_sniper_round ( "sk_max_sniper_round","0", FCVAR_REPLICATED);
-
-//ConVar sk_max_slam ( "sk_max_slam","0", FCVAR_REPLICATED);
-//ConVar sk_max_tripwire ( "sk_max_tripwire","0", FCVAR_REPLICATED);
-
-//ConVar sk_plr_dmg_molotov ( "sk_plr_dmg_molotov","0", FCVAR_REPLICATED);
-//ConVar sk_npc_dmg_molotov ( "sk_npc_dmg_molotov","0", FCVAR_REPLICATED);
-//ConVar sk_max_molotov ( "sk_max_molotov","0", FCVAR_REPLICATED);
-
-ConVar sk_plr_dmg_grenade ( "sk_plr_dmg_grenade","0", FCVAR_REPLICATED);
-ConVar sk_npc_dmg_grenade ( "sk_npc_dmg_grenade","0", FCVAR_REPLICATED);
-ConVar sk_max_grenade ( "sk_max_grenade","0", FCVAR_REPLICATED);
-
-#ifdef HL2_EPISODIC
-ConVar sk_max_hopwire ( "sk_max_hopwire", "3", FCVAR_REPLICATED);
-ConVar sk_max_striderbuster ( "sk_max_striderbuster", "3", FCVAR_REPLICATED);
-#endif
-
-//ConVar sk_plr_dmg_brickbat ( "sk_plr_dmg_brickbat","0", FCVAR_REPLICATED);
-//ConVar sk_npc_dmg_brickbat ( "sk_npc_dmg_brickbat","0", FCVAR_REPLICATED);
-//ConVar sk_max_brickbat ( "sk_max_brickbat","0", FCVAR_REPLICATED);
-
-ConVar sk_plr_dmg_smg1_grenade ( "sk_plr_dmg_smg1_grenade","0", FCVAR_REPLICATED);
-ConVar sk_npc_dmg_smg1_grenade ( "sk_npc_dmg_smg1_grenade","0", FCVAR_REPLICATED);
-ConVar sk_max_smg1_grenade ( "sk_max_smg1_grenade","0", FCVAR_REPLICATED );
-
-ConVar sk_plr_dmg_357 ( "sk_plr_dmg_357", "0", FCVAR_REPLICATED );
-ConVar sk_npc_dmg_357 ( "sk_npc_dmg_357", "0", FCVAR_REPLICATED );
-ConVar sk_max_357 ( "sk_max_357", "0", FCVAR_REPLICATED );
-
-ConVar sk_plr_dmg_crossbow ( "sk_plr_dmg_crossbow", "0", FCVAR_REPLICATED );
-ConVar sk_npc_dmg_crossbow ( "sk_npc_dmg_crossbow", "0", FCVAR_REPLICATED );
-ConVar sk_max_crossbow ( "sk_max_crossbow", "0", FCVAR_REPLICATED );
-
-ConVar sk_dmg_sniper_penetrate_plr( "sk_dmg_sniper_penetrate_plr","0", FCVAR_REPLICATED);
-ConVar sk_dmg_sniper_penetrate_npc( "sk_dmg_sniper_penetrate_npc","0", FCVAR_REPLICATED);
-
-ConVar sk_plr_dmg_airboat ( "sk_plr_dmg_airboat", "0", FCVAR_REPLICATED );
-ConVar sk_npc_dmg_airboat ( "sk_npc_dmg_airboat", "0", FCVAR_REPLICATED );
-
-ConVar sk_max_gauss_round ( "sk_max_gauss_round", "0", FCVAR_REPLICATED );
-
-// Gunship & Dropship cannons
-ConVar sk_npc_dmg_gunship ( "sk_npc_dmg_gunship", "0", FCVAR_REPLICATED );
-ConVar sk_npc_dmg_gunship_to_plr ( "sk_npc_dmg_gunship_to_plr", "0", FCVAR_REPLICATED );
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : iDmgType -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-int CHalfLife2::Damage_GetTimeBased( void )
-{
-#ifdef HL2_EPISODIC
- int iDamage = ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN );
- return iDamage;
-#else
- return BaseClass::Damage_GetTimeBased();
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : iDmgType -
-// Output : bool
-//-----------------------------------------------------------------------------
-bool CHalfLife2::Damage_IsTimeBased( int iDmgType )
-{
- // Damage types that are time-based.
-#ifdef HL2_EPISODIC
- // This makes me think EP2 should have its own rules, but they are #ifdef all over in here.
- return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_SLOWBURN ) ) != 0 );
-#else
- return BaseClass::Damage_IsTimeBased( iDmgType );
-#endif
-}
-
-#ifdef CLIENT_DLL
-#else
-
-#ifdef HL2_EPISODIC
-ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REPLICATED );
-#endif // HL2_EPISODIC
-
-#endif // CLIENT_DLL
-
-
-#ifdef CLIENT_DLL //{
-
-
-#else //}{
-
- extern bool g_fGameOver;
-
-#if !(defined( HL2MP ) || defined( PORTAL_MP ))
- class CVoiceGameMgrHelper : public IVoiceGameMgrHelper
- {
- public:
- virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker, bool &bProximity )
- {
- return true;
- }
- };
- CVoiceGameMgrHelper g_VoiceGameMgrHelper;
- IVoiceGameMgrHelper *g_pVoiceGameMgrHelper = &g_VoiceGameMgrHelper;
-#endif
-
- //-----------------------------------------------------------------------------
- // Purpose:
- // Input :
- // Output :
- //-----------------------------------------------------------------------------
- CHalfLife2::CHalfLife2()
- {
- m_bMegaPhysgun = false;
-
- m_flLastHealthDropTime = 0.0f;
- m_flLastGrenadeDropTime = 0.0f;
- }
-
- //-----------------------------------------------------------------------------
- // Purpose: called each time a player uses a "cmd" command
- // Input : *pEdict - the player who issued the command
- // Use engine.Cmd_Argv, engine.Cmd_Argv, and engine.Cmd_Argc to get
- // pointers the character string command.
- //-----------------------------------------------------------------------------
- bool CHalfLife2::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
- {
- if( BaseClass::ClientCommand( pEdict, args ) )
- return true;
-
- CHL2_Player *pPlayer = (CHL2_Player *) pEdict;
-
- if ( pPlayer->ClientCommand( args ) )
- return true;
-
- return false;
- }
-
- //-----------------------------------------------------------------------------
- // Purpose: Player has just spawned. Equip them.
- //-----------------------------------------------------------------------------
- void CHalfLife2::PlayerSpawn( CBasePlayer *pPlayer )
- {
- }
-
- //-----------------------------------------------------------------------------
- // Purpose: MULTIPLAYER BODY QUE HANDLING
- //-----------------------------------------------------------------------------
- class CCorpse : public CBaseAnimating
- {
- public:
- DECLARE_CLASS( CCorpse, CBaseAnimating );
- DECLARE_SERVERCLASS();
-
- virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
-
- public:
- CNetworkVar( int, m_nReferencePlayer );
- };
-
- IMPLEMENT_SERVERCLASS_ST(CCorpse, DT_Corpse)
- SendPropInt( SENDINFO(m_nReferencePlayer), 10, SPROP_UNSIGNED )
- END_SEND_TABLE()
-
- LINK_ENTITY_TO_CLASS( bodyque, CCorpse );
-
-
- CCorpse *g_pBodyQueueHead;
-
- void InitBodyQue(void)
- {
- CCorpse *pEntity = ( CCorpse * )CreateEntityByName( "bodyque" );
- pEntity->AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES );
- g_pBodyQueueHead = pEntity;
- CCorpse *p = g_pBodyQueueHead;
-
- // Reserve 3 more slots for dead bodies
- for ( int i = 0; i < 3; i++ )
- {
- CCorpse *next = ( CCorpse * )CreateEntityByName( "bodyque" );
- next->AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES );
- p->SetOwnerEntity( next );
- p = next;
- }
-
- p->SetOwnerEntity( g_pBodyQueueHead );
- }
-
- //-----------------------------------------------------------------------------
- // Purpose: make a body que entry for the given ent so the ent can be respawned elsewhere
- // GLOBALS ASSUMED SET: g_eoBodyQueueHead
- //-----------------------------------------------------------------------------
- void CopyToBodyQue( CBaseAnimating *pCorpse )
- {
- if ( pCorpse->IsEffectActive( EF_NODRAW ) )
- return;
-
- CCorpse *pHead = g_pBodyQueueHead;
-
- pHead->CopyAnimationDataFrom( pCorpse );
-
- pHead->SetMoveType( MOVETYPE_FLYGRAVITY );
- pHead->SetAbsVelocity( pCorpse->GetAbsVelocity() );
- pHead->ClearFlags();
- pHead->m_nReferencePlayer = ENTINDEX( pCorpse );
-
- pHead->SetLocalAngles( pCorpse->GetAbsAngles() );
- UTIL_SetOrigin(pHead, pCorpse->GetAbsOrigin());
-
- UTIL_SetSize(pHead, pCorpse->WorldAlignMins(), pCorpse->WorldAlignMaxs());
- g_pBodyQueueHead = (CCorpse *)pHead->GetOwnerEntity();
- }
-
- //------------------------------------------------------------------------------
- // Purpose : Initialize all default class relationships
- // Input :
- // Output :
- //------------------------------------------------------------------------------
- void CHalfLife2::InitDefaultAIRelationships( void )
- {
- int i, j;
-
- // Allocate memory for default relationships
- CBaseCombatCharacter::AllocateDefaultRelationships();
-
- // --------------------------------------------------------------
- // First initialize table so we can report missing relationships
- // --------------------------------------------------------------
- for (i=0;i<NUM_AI_CLASSES;i++)
- {
- for (j=0;j<NUM_AI_CLASSES;j++)
- {
- // By default all relationships are neutral of priority zero
- CBaseCombatCharacter::SetDefaultRelationship( (Class_T)i, (Class_T)j, D_NU, 0 );
- }
- }
-
- // ------------------------------------------------------------
- // > CLASS_ANTLION
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CITIZEN_PASSIVE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE_HUNTER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MANHACK, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_METROPOLICE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MILITARY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_SCANNER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_STALKER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PROTOSNIPER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_ANTLION, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HACKED_ROLLERMINE,D_HT, 0);
-
- // ------------------------------------------------------------
- // > CLASS_BARNACLE
- //
- // In this case, the relationship D_HT indicates which characters
- // the barnacle will try to eat.
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BARNACLE, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BULLSQUID, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CITIZEN_PASSIVE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE_HUNTER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MANHACK, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_METROPOLICE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MILITARY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_STALKER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_EARTH_FAUNA, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
-
- // ------------------------------------------------------------
- // > CLASS_BULLSEYE
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_ANTLION, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BULLSQUID, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CITIZEN_REBEL, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE_HUNTER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CONSCRIPT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HEADCRAB, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HOUNDEYE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_METROPOLICE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MILITARY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_VORTIGAUNT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_ZOMBIE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER_ALLY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HACKED_ROLLERMINE,D_NU, 0);
-
- // ------------------------------------------------------------
- // > CLASS_BULLSQUID
- // ------------------------------------------------------------
- /*
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_BARNACLE, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_BULLSEYE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_BULLSQUID, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_CITIZEN_PASSIVE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_COMBINE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_COMBINE_HUNTER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_HEADCRAB, D_HT, 1);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_HOUNDEYE, D_HT, 1);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_MANHACK, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_METROPOLICE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_MILITARY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_STALKER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_HACKED_ROLLERMINE,D_HT, 0);
- */
- // ------------------------------------------------------------
- // > CLASS_CITIZEN_PASSIVE
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BARNACLE, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BULLSQUID, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_REBEL, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE_HUNTER, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CONSCRIPT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HEADCRAB, D_FR, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HOUNDEYE, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MANHACK, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_METROPOLICE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MILITARY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MISSILE, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_VORTIGAUNT, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_ZOMBIE, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER_ALLY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HACKED_ROLLERMINE,D_NU, 0);
-
- // ------------------------------------------------------------
- // > CLASS_CITIZEN_REBEL
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BARNACLE, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BULLSQUID, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CITIZEN_REBEL, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE_HUNTER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CONSCRIPT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MANHACK, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_METROPOLICE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MILITARY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MISSILE, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_SCANNER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_STALKER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_VORTIGAUNT, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER_ALLY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HACKED_ROLLERMINE,D_NU, 0);
-
- // ------------------------------------------------------------
- // > CLASS_COMBINE
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BARNACLE, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE_GUNSHIP, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE_HUNTER, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_METROPOLICE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MILITARY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
-
- // ------------------------------------------------------------
- // > CLASS_COMBINE_GUNSHIP
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE_GUNSHIP, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE_HUNTER, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HEADCRAB, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_METROPOLICE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MILITARY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MISSILE, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HACKED_ROLLERMINE,D_HT, 0);
-
- // ------------------------------------------------------------
- // > CLASS_COMBINE_HUNTER
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_CITIZEN_PASSIVE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_COMBINE, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_COMBINE_GUNSHIP, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_COMBINE_HUNTER, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_METROPOLICE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_MILITARY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
-
- // ------------------------------------------------------------
- // > CLASS_CONSCRIPT
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BARNACLE, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CITIZEN_REBEL, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE_HUNTER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CONSCRIPT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MANHACK, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_METROPOLICE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MILITARY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_SCANNER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_STALKER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_VORTIGAUNT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER_ALLY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HACKED_ROLLERMINE,D_NU, 0);
-
- // ------------------------------------------------------------
- // > CLASS_FLARE
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_ANTLION, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BULLSQUID, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CITIZEN_REBEL, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE_HUNTER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CONSCRIPT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HEADCRAB, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HOUNDEYE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_METROPOLICE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MILITARY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_VORTIGAUNT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_ZOMBIE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER_ALLY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HACKED_ROLLERMINE,D_NU, 0);
-
- // ------------------------------------------------------------
- // > CLASS_HEADCRAB
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BULLSQUID, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CITIZEN_PASSIVE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE_HUNTER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HEADCRAB, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HOUNDEYE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_METROPOLICE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MILITARY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_ZOMBIE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HACKED_ROLLERMINE,D_FR, 0);
-
- // ------------------------------------------------------------
- // > CLASS_HOUNDEYE
- // ------------------------------------------------------------
- /*
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BULLSQUID, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_CITIZEN_PASSIVE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_COMBINE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_COMBINE_HUNTER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_HEADCRAB, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_HOUNDEYE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_METROPOLICE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_MILITARY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_ZOMBIE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
- */
-
- // ------------------------------------------------------------
- // > CLASS_MANHACK
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CITIZEN_PASSIVE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE_HUNTER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HEADCRAB, D_HT,-1);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HOUNDEYE, D_HT,-1);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_METROPOLICE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MILITARY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HACKED_ROLLERMINE,D_HT, 0);
-
- // ------------------------------------------------------------
- // > CLASS_METROPOLICE
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE_HUNTER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_METROPOLICE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MILITARY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
-
- // ------------------------------------------------------------
- // > CLASS_MILITARY
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE_HUNTER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_METROPOLICE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MILITARY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HACKED_ROLLERMINE,D_HT, 0);
-
- // ------------------------------------------------------------
- // > CLASS_MISSILE
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE_HUNTER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_METROPOLICE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MILITARY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
-
- // ------------------------------------------------------------
- // > CLASS_NONE
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_ANTLION, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BULLSQUID, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CITIZEN_REBEL, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE_HUNTER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CONSCRIPT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HEADCRAB, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HOUNDEYE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_METROPOLICE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_MILITARY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_VORTIGAUNT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_ZOMBIE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER_ALLY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HACKED_ROLLERMINE,D_NU, 0);
-
- // ------------------------------------------------------------
- // > CLASS_PLAYER
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BARNACLE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BULLSEYE, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CITIZEN_PASSIVE, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CITIZEN_REBEL, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE_GUNSHIP, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE_HUNTER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CONSCRIPT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MANHACK, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_METROPOLICE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MILITARY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_SCANNER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_STALKER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_VORTIGAUNT, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PROTOSNIPER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER_ALLY, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HACKED_ROLLERMINE,D_LI, 0);
-
- // ------------------------------------------------------------
- // > CLASS_PLAYER_ALLY
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BARNACLE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CITIZEN_REBEL, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE_HUNTER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CONSCRIPT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HEADCRAB, D_FR, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MANHACK, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_METROPOLICE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MILITARY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_SCANNER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_STALKER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_VORTIGAUNT, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_ZOMBIE, D_FR, 1);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PROTOSNIPER, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HACKED_ROLLERMINE,D_LI, 0);
-
- // ------------------------------------------------------------
- // > CLASS_PLAYER_ALLY_VITAL
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BARNACLE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CITIZEN_REBEL, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE_HUNTER, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CONSCRIPT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MANHACK, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_METROPOLICE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MILITARY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_SCANNER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_STALKER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_VORTIGAUNT, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PROTOSNIPER, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER_ALLY, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HACKED_ROLLERMINE,D_LI, 0);
-
- // ------------------------------------------------------------
- // > CLASS_SCANNER
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BULLSQUID, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE_GUNSHIP, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE_HUNTER, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HEADCRAB, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HOUNDEYE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MANHACK, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_METROPOLICE, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MILITARY, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_SCANNER, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_STALKER, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_ZOMBIE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PROTOSNIPER, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
-
- // ------------------------------------------------------------
- // > CLASS_STALKER
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE_HUNTER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HEADCRAB, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HOUNDEYE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_METROPOLICE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MILITARY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_ZOMBIE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
-
- // ------------------------------------------------------------
- // > CLASS_VORTIGAUNT
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BARNACLE, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CITIZEN_PASSIVE, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CITIZEN_REBEL, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE_HUNTER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CONSCRIPT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MANHACK, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_METROPOLICE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MILITARY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_SCANNER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_STALKER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_VORTIGAUNT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER_ALLY, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HACKED_ROLLERMINE,D_LI, 0);
-
- // ------------------------------------------------------------
- // > CLASS_ZOMBIE
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BULLSQUID, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CITIZEN_PASSIVE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE_HUNTER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HEADCRAB, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HOUNDEYE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MANHACK, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_METROPOLICE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MILITARY, D_FR, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_ZOMBIE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
-
- // ------------------------------------------------------------
- // > CLASS_PROTOSNIPER
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BULLSQUID, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CITIZEN_PASSIVE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE_HUNTER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HOUNDEYE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_METROPOLICE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MILITARY, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MISSILE, D_NU, 5);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_STALKER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
-
- // ------------------------------------------------------------
- // > CLASS_EARTH_FAUNA
- //
- // Hates pretty much everything equally except other earth fauna.
- // This will make the critter choose the nearest thing as its enemy.
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_NONE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CITIZEN_PASSIVE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CITIZEN_REBEL, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE_GUNSHIP, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE_HUNTER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CONSCRIPT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_FLARE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MANHACK, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_METROPOLICE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MILITARY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MISSILE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_SCANNER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_STALKER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_VORTIGAUNT, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_ZOMBIE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PROTOSNIPER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_EARTH_FAUNA, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER_ALLY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HACKED_ROLLERMINE,D_NU, 0);
-
- // ------------------------------------------------------------
- // > CLASS_HACKED_ROLLERMINE
- // ------------------------------------------------------------
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_NONE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_PLAYER, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_ANTLION, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_BARNACLE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_BULLSEYE, D_NU, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_BULLSQUID, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_CITIZEN_REBEL, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_COMBINE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_COMBINE_HUNTER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_CONSCRIPT, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_FLARE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_HEADCRAB, D_HT, 0);
- //CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_HOUNDEYE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_MANHACK, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_METROPOLICE, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_MILITARY, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_MISSILE, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_SCANNER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_STALKER, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_VORTIGAUNT, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_ZOMBIE, D_HT, 1);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_PROTOSNIPER, D_NU, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_EARTH_FAUNA, D_HT, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_PLAYER_ALLY, D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
- CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_HACKED_ROLLERMINE,D_LI, 0);
- }
-
-
- //------------------------------------------------------------------------------
- // Purpose : Return classify text for classify type
- // Input :
- // Output :
- //------------------------------------------------------------------------------
- const char* CHalfLife2::AIClassText(int classType)
- {
- switch (classType)
- {
- case CLASS_NONE: return "CLASS_NONE";
- case CLASS_PLAYER: return "CLASS_PLAYER";
- case CLASS_ANTLION: return "CLASS_ANTLION";
- case CLASS_BARNACLE: return "CLASS_BARNACLE";
- case CLASS_BULLSEYE: return "CLASS_BULLSEYE";
- //case CLASS_BULLSQUID: return "CLASS_BULLSQUID";
- case CLASS_CITIZEN_PASSIVE: return "CLASS_CITIZEN_PASSIVE";
- case CLASS_CITIZEN_REBEL: return "CLASS_CITIZEN_REBEL";
- case CLASS_COMBINE: return "CLASS_COMBINE";
- case CLASS_COMBINE_GUNSHIP: return "CLASS_COMBINE_GUNSHIP";
- case CLASS_COMBINE_HUNTER: return "CLASS_COMBINE_HUNTER";
- case CLASS_CONSCRIPT: return "CLASS_CONSCRIPT";
- case CLASS_HEADCRAB: return "CLASS_HEADCRAB";
- //case CLASS_HOUNDEYE: return "CLASS_HOUNDEYE";
- case CLASS_MANHACK: return "CLASS_MANHACK";
- case CLASS_METROPOLICE: return "CLASS_METROPOLICE";
- case CLASS_MILITARY: return "CLASS_MILITARY";
- case CLASS_SCANNER: return "CLASS_SCANNER";
- case CLASS_STALKER: return "CLASS_STALKER";
- case CLASS_VORTIGAUNT: return "CLASS_VORTIGAUNT";
- case CLASS_ZOMBIE: return "CLASS_ZOMBIE";
- case CLASS_PROTOSNIPER: return "CLASS_PROTOSNIPER";
- case CLASS_MISSILE: return "CLASS_MISSILE";
- case CLASS_FLARE: return "CLASS_FLARE";
- case CLASS_EARTH_FAUNA: return "CLASS_EARTH_FAUNA";
-
- default: return "MISSING CLASS in ClassifyText()";
- }
- }
-
- void CHalfLife2::PlayerThink( CBasePlayer *pPlayer )
- {
- }
-
- void CHalfLife2::Think( void )
- {
- BaseClass::Think();
-
- if( physcannon_mega_enabled.GetBool() == true )
- {
- m_bMegaPhysgun = true;
- }
- else
- {
- // FIXME: Is there a better place for this?
- m_bMegaPhysgun = ( GlobalEntity_GetState("super_phys_gun") == GLOBAL_ON );
- }
- }
-
- //-----------------------------------------------------------------------------
- // Purpose: Returns how much damage the given ammo type should do to the victim
- // when fired by the attacker.
- // Input : pAttacker - Dude what shot the gun.
- // pVictim - Dude what done got shot.
- // nAmmoType - What been shot out.
- // Output : How much hurt to put on dude what done got shot (pVictim).
- //-----------------------------------------------------------------------------
- float CHalfLife2::GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType )
- {
- float flDamage = 0.0f;
- CAmmoDef *pAmmoDef = GetAmmoDef();
-
- if ( pAmmoDef->DamageType( nAmmoType ) & DMG_SNIPER )
- {
- // If this damage is from a SNIPER, we do damage based on what the bullet
- // HITS, not who fired it. All other bullets have their damage values
- // arranged according to the owner of the bullet, not the recipient.
- if ( pVictim->IsPlayer() )
- {
- // Player
- flDamage = pAmmoDef->PlrDamage( nAmmoType );
- }
- else
- {
- // NPC or breakable
- flDamage = pAmmoDef->NPCDamage( nAmmoType );
- }
- }
- else
- {
- flDamage = BaseClass::GetAmmoDamage( pAttacker, pVictim, nAmmoType );
- }
-
- if( pAttacker->IsPlayer() && pVictim->IsNPC() )
- {
- if( pVictim->MyCombatCharacterPointer() )
- {
- // Player is shooting an NPC. Adjust the damage! This protects breakables
- // and other 'non-living' entities from being easier/harder to break
- // in different skill levels.
- flDamage = pAmmoDef->PlrDamage( nAmmoType );
- flDamage = AdjustPlayerDamageInflicted( flDamage );
- }
- }
-
- return flDamage;
- }
-
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- bool CHalfLife2::AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info )
- {
-#ifndef CLIENT_DLL
- if( (info.GetDamageType() & DMG_CRUSH) && info.GetInflictor() && pVictim->MyNPCPointer() )
- {
- if( pVictim->MyNPCPointer()->IsPlayerAlly() )
- {
- // A physics object has struck a player ally. Don't allow damage if it
- // came from the player's physcannon.
- CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
-
- if( pPlayer )
- {
- CBaseEntity *pWeapon = pPlayer->HasNamedPlayerItem("weapon_physcannon");
-
- if( pWeapon )
- {
- CBaseCombatWeapon *pCannon = assert_cast <CBaseCombatWeapon*>(pWeapon);
-
- if( pCannon )
- {
- if( PhysCannonAccountableForObject(pCannon, info.GetInflictor() ) )
- {
- // Antlions can always be squashed!
- if ( pVictim->Classify() == CLASS_ANTLION )
- return true;
-
- return false;
- }
- }
- }
- }
- }
- }
-#endif
- return true;
- }
- //-----------------------------------------------------------------------------
- // Purpose: Whether or not the NPC should drop a health vial
- // Output : Returns true on success, false on failure.
- //-----------------------------------------------------------------------------
- bool CHalfLife2::NPC_ShouldDropHealth( CBasePlayer *pRecipient )
- {
- // Can only do this every so often
- if ( m_flLastHealthDropTime > gpGlobals->curtime )
- return false;
-
- //Try to throw dynamic health
- float healthPerc = ( (float) pRecipient->m_iHealth / (float) pRecipient->m_iMaxHealth );
-
- if ( random->RandomFloat( 0.0f, 1.0f ) > healthPerc*1.5f )
- return true;
-
- return false;
- }
-
- //-----------------------------------------------------------------------------
- // Purpose: Whether or not the NPC should drop a health vial
- // Output : Returns true on success, false on failure.
- //-----------------------------------------------------------------------------
- bool CHalfLife2::NPC_ShouldDropGrenade( CBasePlayer *pRecipient )
- {
- // Can only do this every so often
- if ( m_flLastGrenadeDropTime > gpGlobals->curtime )
- return false;
-
- int grenadeIndex = GetAmmoDef()->Index( "grenade" );
- int numGrenades = pRecipient->GetAmmoCount( grenadeIndex );
-
- // If we're not maxed out on grenades and we've randomly okay'd it
- if ( ( numGrenades < GetAmmoDef()->MaxCarry( grenadeIndex ) ) && ( random->RandomInt( 0, 2 ) == 0 ) )
- return true;
-
- return false;
- }
-
- //-----------------------------------------------------------------------------
- // Purpose: Update the drop counter for health
- //-----------------------------------------------------------------------------
- void CHalfLife2::NPC_DroppedHealth( void )
- {
- m_flLastHealthDropTime = gpGlobals->curtime + sk_plr_health_drop_time.GetFloat();
- }
-
- //-----------------------------------------------------------------------------
- // Purpose: Update the drop counter for grenades
- //-----------------------------------------------------------------------------
- void CHalfLife2::NPC_DroppedGrenade( void )
- {
- m_flLastGrenadeDropTime = gpGlobals->curtime + sk_plr_grenade_drop_time.GetFloat();
- }
-
-#endif //} !CLIENT_DLL
-
-
-// ------------------------------------------------------------------------------------ //
-// Shared CHalfLife2 implementation.
-// ------------------------------------------------------------------------------------ //
-bool CHalfLife2::ShouldCollide( int collisionGroup0, int collisionGroup1 )
-{
- // The smaller number is always first
- if ( collisionGroup0 > collisionGroup1 )
- {
- // swap so that lowest is always first
- int tmp = collisionGroup0;
- collisionGroup0 = collisionGroup1;
- collisionGroup1 = tmp;
- }
-
- // Prevent the player movement from colliding with spit globs (caused the player to jump on top of globs while in water)
- if ( collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT && collisionGroup1 == HL2COLLISION_GROUP_SPIT )
- return false;
-
- // HL2 treats movement and tracing against players the same, so just remap here
- if ( collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT )
- {
- collisionGroup0 = COLLISION_GROUP_PLAYER;
- }
-
- if( collisionGroup1 == COLLISION_GROUP_PLAYER_MOVEMENT )
- {
- collisionGroup1 = COLLISION_GROUP_PLAYER;
- }
-
- //If collisionGroup0 is not a player then NPC_ACTOR behaves just like an NPC.
- if ( collisionGroup1 == COLLISION_GROUP_NPC_ACTOR && collisionGroup0 != COLLISION_GROUP_PLAYER )
- {
- collisionGroup1 = COLLISION_GROUP_NPC;
- }
-
- // This is only for the super physcannon
- if ( m_bMegaPhysgun )
- {
- if ( collisionGroup0 == COLLISION_GROUP_INTERACTIVE_DEBRIS && collisionGroup1 == COLLISION_GROUP_PLAYER )
- return false;
- }
-
- if ( collisionGroup0 == HL2COLLISION_GROUP_COMBINE_BALL )
- {
- if ( collisionGroup1 == HL2COLLISION_GROUP_COMBINE_BALL )
- return false;
- }
-
- if ( collisionGroup0 == HL2COLLISION_GROUP_COMBINE_BALL && collisionGroup1 == HL2COLLISION_GROUP_COMBINE_BALL_NPC )
- return false;
-
- if ( ( collisionGroup0 == COLLISION_GROUP_WEAPON ) ||
- ( collisionGroup0 == COLLISION_GROUP_PLAYER ) ||
- ( collisionGroup0 == COLLISION_GROUP_PROJECTILE ) )
- {
- if ( collisionGroup1 == HL2COLLISION_GROUP_COMBINE_BALL )
- return false;
- }
-
- if ( collisionGroup0 == COLLISION_GROUP_DEBRIS )
- {
- if ( collisionGroup1 == HL2COLLISION_GROUP_COMBINE_BALL )
- return true;
- }
-
- if (collisionGroup0 == HL2COLLISION_GROUP_HOUNDEYE && collisionGroup1 == HL2COLLISION_GROUP_HOUNDEYE )
- return false;
-
- if (collisionGroup0 == HL2COLLISION_GROUP_HOMING_MISSILE && collisionGroup1 == HL2COLLISION_GROUP_HOMING_MISSILE )
- return false;
-
- if ( collisionGroup1 == HL2COLLISION_GROUP_CROW )
- {
- if ( collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_NPC ||
- collisionGroup0 == HL2COLLISION_GROUP_CROW )
- return false;
- }
-
- if ( ( collisionGroup0 == HL2COLLISION_GROUP_HEADCRAB ) && ( collisionGroup1 == HL2COLLISION_GROUP_HEADCRAB ) )
- return false;
-
- // striders don't collide with other striders
- if ( collisionGroup0 == HL2COLLISION_GROUP_STRIDER && collisionGroup1 == HL2COLLISION_GROUP_STRIDER )
- return false;
-
- // gunships don't collide with other gunships
- if ( collisionGroup0 == HL2COLLISION_GROUP_GUNSHIP && collisionGroup1 == HL2COLLISION_GROUP_GUNSHIP )
- return false;
-
- // weapons and NPCs don't collide
- if ( collisionGroup0 == COLLISION_GROUP_WEAPON && (collisionGroup1 >= HL2COLLISION_GROUP_FIRST_NPC && collisionGroup1 <= HL2COLLISION_GROUP_LAST_NPC ) )
- return false;
-
- //players don't collide against NPC Actors.
- //I could've done this up where I check if collisionGroup0 is NOT a player but I decided to just
- //do what the other checks are doing in this function for consistency sake.
- if ( collisionGroup1 == COLLISION_GROUP_NPC_ACTOR && collisionGroup0 == COLLISION_GROUP_PLAYER )
- return false;
-
- // In cases where NPCs are playing a script which causes them to interpenetrate while riding on another entity,
- // such as a train or elevator, you need to disable collisions between the actors so the mover can move them.
- if ( collisionGroup0 == COLLISION_GROUP_NPC_SCRIPTED && collisionGroup1 == COLLISION_GROUP_NPC_SCRIPTED )
- return false;
-
- // Spit doesn't touch other spit
- if ( collisionGroup0 == HL2COLLISION_GROUP_SPIT && collisionGroup1 == HL2COLLISION_GROUP_SPIT )
- return false;
-
- return BaseClass::ShouldCollide( collisionGroup0, collisionGroup1 );
-}
-
-#ifndef CLIENT_DLL
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CHalfLife2::AdjustPlayerDamageTaken( CTakeDamageInfo *pInfo )
-{
- if( pInfo->GetDamageType() & (DMG_DROWN|DMG_CRUSH|DMG_FALL|DMG_POISON|DMG_SNIPER) )
- {
- // Skill level doesn't affect these types of damage.
- return;
- }
-
- switch( GetSkillLevel() )
- {
- case SKILL_EASY:
- pInfo->ScaleDamage( sk_dmg_take_scale1.GetFloat() );
- break;
-
- case SKILL_MEDIUM:
- pInfo->ScaleDamage( sk_dmg_take_scale2.GetFloat() );
- break;
-
- case SKILL_HARD:
- pInfo->ScaleDamage( sk_dmg_take_scale3.GetFloat() );
- break;
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-float CHalfLife2::AdjustPlayerDamageInflicted( float damage )
-{
- switch( GetSkillLevel() )
- {
- case SKILL_EASY:
- return damage * sk_dmg_inflict_scale1.GetFloat();
- break;
-
- case SKILL_MEDIUM:
- return damage * sk_dmg_inflict_scale2.GetFloat();
- break;
-
- case SKILL_HARD:
- return damage * sk_dmg_inflict_scale3.GetFloat();
- break;
-
- default:
- return damage;
- break;
- }
-}
-#endif//CLIENT_DLL
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CHalfLife2::ShouldUseRobustRadiusDamage(CBaseEntity *pEntity)
-{
-#ifdef CLIENT_DLL
- return false;
-#endif
-
- if( !sv_robust_explosions.GetBool() )
- return false;
-
- if( !pEntity->IsNPC() )
- {
- // Only NPC's
- return false;
- }
-
-#ifndef CLIENT_DLL
- CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
- if( pNPC->CapabilitiesGet() & bits_CAP_SIMPLE_RADIUS_DAMAGE )
- {
- // This NPC only eligible for simple radius damage.
- return false;
- }
-#endif//CLIENT_DLL
-
- return true;
-}
-
-#ifndef CLIENT_DLL
-//---------------------------------------------------------
-//---------------------------------------------------------
-bool CHalfLife2::ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target )
-{
- return sk_allow_autoaim.GetBool() != 0;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-float CHalfLife2::GetAutoAimScale( CBasePlayer *pPlayer )
-{
-#ifdef _X360
- return 1.0f;
-#else
- switch( GetSkillLevel() )
- {
- case SKILL_EASY:
- return sk_autoaim_scale1.GetFloat();
-
- case SKILL_MEDIUM:
- return sk_autoaim_scale2.GetFloat();
-
- default:
- return 0.0f;
- }
-#endif
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-float CHalfLife2::GetAmmoQuantityScale( int iAmmoIndex )
-{
- switch( GetSkillLevel() )
- {
- case SKILL_EASY:
- return sk_ammo_qty_scale1.GetFloat();
-
- case SKILL_MEDIUM:
- return sk_ammo_qty_scale2.GetFloat();
-
- case SKILL_HARD:
- return sk_ammo_qty_scale3.GetFloat();
-
- default:
- return 0.0f;
- }
-}
-
-void CHalfLife2::LevelInitPreEntity()
-{
- // Remove this if you fix the bug in ep1 where the striders need to touch
- // triggers using their absbox instead of their bbox
-#ifdef HL2_EPISODIC
- if ( !Q_strnicmp( gpGlobals->mapname.ToCStr(), "ep1_", 4 ) )
- {
- // episode 1 maps use the surrounding box trigger behavior
- CBaseEntity::sm_bAccurateTriggerBboxChecks = false;
- }
-#endif
- BaseClass::LevelInitPreEntity();
-}
-
-//-----------------------------------------------------------------------------
-// Returns whether or not Alyx cares about light levels in order to see.
-//-----------------------------------------------------------------------------
-bool CHalfLife2::IsAlyxInDarknessMode()
-{
-#ifdef HL2_EPISODIC
- if ( alyx_darkness_force.GetBool() )
- return true;
-
- return ( GlobalEntity_GetState( "ep_alyx_darknessmode" ) == GLOBAL_ON );
-#else
- return false;
-#endif // HL2_EPISODIC
-}
-
-
-//-----------------------------------------------------------------------------
-// This takes the long way around to see if a prop should emit a DLIGHT when it
-// ignites, to avoid having Alyx-related code in props.cpp.
-//-----------------------------------------------------------------------------
-bool CHalfLife2::ShouldBurningPropsEmitLight()
-{
-#ifdef HL2_EPISODIC
- return IsAlyxInDarknessMode();
-#else
- return false;
-#endif // HL2_EPISODIC
-}
-
-
-#endif//CLIENT_DLL
-
-// ------------------------------------------------------------------------------------ //
-// Global functions.
-// ------------------------------------------------------------------------------------ //
-
-#ifndef HL2MP
-#ifndef PORTAL
-
-// shared ammo definition
-// JAY: Trying to make a more physical bullet response
-#define BULLET_MASS_GRAINS_TO_LB(grains) (0.002285*(grains)/16.0f)
-#define BULLET_MASS_GRAINS_TO_KG(grains) lbs2kg(BULLET_MASS_GRAINS_TO_LB(grains))
-
-// exaggerate all of the forces, but use real numbers to keep them consistent
-#define BULLET_IMPULSE_EXAGGERATION 3.5
-// convert a velocity in ft/sec and a mass in grains to an impulse in kg in/s
-#define BULLET_IMPULSE(grains, ftpersec) ((ftpersec)*12*BULLET_MASS_GRAINS_TO_KG(grains)*BULLET_IMPULSE_EXAGGERATION)
-
-
-CAmmoDef *GetAmmoDef()
-{
- static CAmmoDef def;
- static bool bInitted = false;
-
- if ( !bInitted )
- {
- bInitted = true;
-
- def.AddAmmoType("AR2", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_ar2", "sk_npc_dmg_ar2", "sk_max_ar2", BULLET_IMPULSE(200, 1225), 0 );
- def.AddAmmoType("AlyxGun", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_alyxgun", "sk_npc_dmg_alyxgun", "sk_max_alyxgun", BULLET_IMPULSE(200, 1225), 0 );
- def.AddAmmoType("Pistol", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_pistol", "sk_npc_dmg_pistol", "sk_max_pistol", BULLET_IMPULSE(200, 1225), 0 );
- def.AddAmmoType("SMG1", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_smg1", "sk_npc_dmg_smg1", "sk_max_smg1", BULLET_IMPULSE(200, 1225), 0 );
- def.AddAmmoType("357", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_357", "sk_npc_dmg_357", "sk_max_357", BULLET_IMPULSE(800, 5000), 0 );
- def.AddAmmoType("XBowBolt", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_crossbow", "sk_npc_dmg_crossbow", "sk_max_crossbow", BULLET_IMPULSE(800, 8000), 0 );
-
- def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, "sk_plr_dmg_buckshot", "sk_npc_dmg_buckshot", "sk_max_buckshot", BULLET_IMPULSE(400, 1200), 0 );
- def.AddAmmoType("RPG_Round", DMG_BURN, TRACER_NONE, "sk_plr_dmg_rpg_round", "sk_npc_dmg_rpg_round", "sk_max_rpg_round", 0, 0 );
- def.AddAmmoType("SMG1_Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_smg1_grenade", "sk_npc_dmg_smg1_grenade", "sk_max_smg1_grenade", 0, 0 );
- def.AddAmmoType("SniperRound", DMG_BULLET | DMG_SNIPER, TRACER_NONE, "sk_plr_dmg_sniper_round", "sk_npc_dmg_sniper_round", "sk_max_sniper_round", BULLET_IMPULSE(650, 6000), 0 );
- def.AddAmmoType("SniperPenetratedRound", DMG_BULLET | DMG_SNIPER, TRACER_NONE, "sk_dmg_sniper_penetrate_plr", "sk_dmg_sniper_penetrate_npc", "sk_max_sniper_round", BULLET_IMPULSE(150, 6000), 0 );
- def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_grenade", 0, 0);
- def.AddAmmoType("Thumper", DMG_SONIC, TRACER_NONE, 10, 10, 2, 0, 0 );
- def.AddAmmoType("Gravity", DMG_CLUB, TRACER_NONE, 0, 0, 8, 0, 0 );
-// def.AddAmmoType("Extinguisher", DMG_BURN, TRACER_NONE, 0, 0, 100, 0, 0 );
- def.AddAmmoType("Battery", DMG_CLUB, TRACER_NONE, NULL, NULL, NULL, 0, 0 );
- def.AddAmmoType("GaussEnergy", DMG_SHOCK, TRACER_NONE, "sk_jeep_gauss_damage", "sk_jeep_gauss_damage", "sk_max_gauss_round", BULLET_IMPULSE(650, 8000), 0 ); // hit like a 10kg weight at 400 in/s
- def.AddAmmoType("CombineCannon", DMG_BULLET, TRACER_LINE, "sk_npc_dmg_gunship_to_plr", "sk_npc_dmg_gunship", NULL, 1.5 * 750 * 12, 0 ); // hit like a 1.5kg weight at 750 ft/s
- def.AddAmmoType("AirboatGun", DMG_AIRBOAT, TRACER_LINE, "sk_plr_dmg_airboat", "sk_npc_dmg_airboat", NULL, BULLET_IMPULSE(10, 600), 0 );
-
- //=====================================================================
- // STRIDER MINIGUN DAMAGE - Pull up a chair and I'll tell you a tale.
- //
- // When we shipped Half-Life 2 in 2004, we were unaware of a bug in
- // CAmmoDef::NPCDamage() which was returning the MaxCarry field of
- // an ammotype as the amount of damage that should be done to a NPC
- // by that type of ammo. Thankfully, the bug only affected Ammo Types
- // that DO NOT use ConVars to specify their parameters. As you can see,
- // all of the important ammotypes use ConVars, so the effect of the bug
- // was limited. The Strider Minigun was affected, though.
- //
- // According to my perforce Archeology, we intended to ship the Strider
- // Minigun ammo type to do 15 points of damage per shot, and we did.
- // To achieve this we, unaware of the bug, set the Strider Minigun ammo
- // type to have a maxcarry of 15, since our observation was that the
- // number that was there before (8) was indeed the amount of damage being
- // done to NPC's at the time. So we changed the field that was incorrectly
- // being used as the NPC Damage field.
- //
- // The bug was fixed during Episode 1's development. The result of the
- // bug fix was that the Strider was reduced to doing 5 points of damage
- // to NPC's, since 5 is the value that was being assigned as NPC damage
- // even though the code was returning 15 up to that point.
- //
- // Now as we go to ship Orange Box, we discover that the Striders in
- // Half-Life 2 are hugely ineffective against citizens, causing big
- // problems in maps 12 and 13.
- //
- // In order to restore balance to HL2 without upsetting the delicate
- // balance of ep2_outland_12, I have chosen to build Episodic binaries
- // with 5 as the Strider->NPC damage, since that's the value that has
- // been in place for all of Episode 2's development. Half-Life 2 will
- // build with 15 as the Strider->NPC damage, which is how HL2 shipped
- // originally, only this time the 15 is located in the correct field
- // now that the AmmoDef code is behaving correctly.
- //
- //=====================================================================
-#ifdef HL2_EPISODIC
- def.AddAmmoType("StriderMinigun", DMG_BULLET, TRACER_LINE, 5, 5, 15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s
-#else
- def.AddAmmoType("StriderMinigun", DMG_BULLET, TRACER_LINE, 5, 15,15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s
-#endif//HL2_EPISODIC
-
- def.AddAmmoType("StriderMinigunDirect", DMG_BULLET, TRACER_LINE, 2, 2, 15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s
- def.AddAmmoType("HelicopterGun", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_npc_dmg_helicopter_to_plr", "sk_npc_dmg_helicopter", "sk_max_smg1", BULLET_IMPULSE(400, 1225), AMMO_FORCE_DROP_IF_CARRIED | AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER );
- def.AddAmmoType("AR2AltFire", DMG_DISSOLVE, TRACER_NONE, 0, 0, "sk_max_ar2_altfire", 0, 0 );
- def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_grenade", 0, 0);
-#ifdef HL2_EPISODIC
- def.AddAmmoType("Hopwire", DMG_BLAST, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_hopwire", 0, 0);
- def.AddAmmoType("CombineHeavyCannon", DMG_BULLET, TRACER_LINE, 40, 40, NULL, 10 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 10 kg weight at 750 ft/s
- def.AddAmmoType("ammo_proto1", DMG_BULLET, TRACER_LINE, 0, 0, 10, 0, 0 );
-#endif // HL2_EPISODIC
- }
-
- return &def;
-}
-
-#endif
-#endif
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: The Half-Life 2 game rules, such as the relationship tables and ammo
+// damage cvars.
+//
+//=============================================================================
+
+#include "cbase.h"
+#include "hl2_gamerules.h"
+#include "ammodef.h"
+#include "hl2_shareddefs.h"
+
+#ifdef CLIENT_DLL
+
+#else
+ #include "player.h"
+ #include "game.h"
+ #include "gamerules.h"
+ #include "teamplay_gamerules.h"
+ #include "hl2_player.h"
+ #include "voice_gamemgr.h"
+ #include "globalstate.h"
+ #include "ai_basenpc.h"
+ #include "weapon_physcannon.h"
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+
+REGISTER_GAMERULES_CLASS( CHalfLife2 );
+
+BEGIN_NETWORK_TABLE_NOBASE( CHalfLife2, DT_HL2GameRules )
+ #ifdef CLIENT_DLL
+ RecvPropBool( RECVINFO( m_bMegaPhysgun ) ),
+ #else
+ SendPropBool( SENDINFO( m_bMegaPhysgun ) ),
+ #endif
+END_NETWORK_TABLE()
+
+
+LINK_ENTITY_TO_CLASS( hl2_gamerules, CHalfLife2Proxy );
+IMPLEMENT_NETWORKCLASS_ALIASED( HalfLife2Proxy, DT_HalfLife2Proxy )
+
+
+#ifdef CLIENT_DLL
+ void RecvProxy_HL2GameRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
+ {
+ CHalfLife2 *pRules = HL2GameRules();
+ Assert( pRules );
+ *pOut = pRules;
+ }
+
+ BEGIN_RECV_TABLE( CHalfLife2Proxy, DT_HalfLife2Proxy )
+ RecvPropDataTable( "hl2_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_HL2GameRules ), RecvProxy_HL2GameRules )
+ END_RECV_TABLE()
+#else
+ void* SendProxy_HL2GameRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
+ {
+ CHalfLife2 *pRules = HL2GameRules();
+ Assert( pRules );
+ pRecipients->SetAllRecipients();
+ return pRules;
+ }
+
+ BEGIN_SEND_TABLE( CHalfLife2Proxy, DT_HalfLife2Proxy )
+ SendPropDataTable( "hl2_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_HL2GameRules ), SendProxy_HL2GameRules )
+ END_SEND_TABLE()
+#endif
+
+ConVar physcannon_mega_enabled( "physcannon_mega_enabled", "0", FCVAR_CHEAT | FCVAR_REPLICATED );
+
+// Controls the application of the robus radius damage model.
+ConVar sv_robust_explosions( "sv_robust_explosions","1", FCVAR_REPLICATED );
+
+// Damage scale for damage inflicted by the player on each skill level.
+ConVar sk_dmg_inflict_scale1( "sk_dmg_inflict_scale1", "1.50", FCVAR_REPLICATED );
+ConVar sk_dmg_inflict_scale2( "sk_dmg_inflict_scale2", "1.00", FCVAR_REPLICATED );
+ConVar sk_dmg_inflict_scale3( "sk_dmg_inflict_scale3", "0.75", FCVAR_REPLICATED );
+
+// Damage scale for damage taken by the player on each skill level.
+ConVar sk_dmg_take_scale1( "sk_dmg_take_scale1", "0.50", FCVAR_REPLICATED );
+ConVar sk_dmg_take_scale2( "sk_dmg_take_scale2", "1.00", FCVAR_REPLICATED );
+#ifdef HL2_EPISODIC
+ ConVar sk_dmg_take_scale3( "sk_dmg_take_scale3", "2.0", FCVAR_REPLICATED );
+#else
+ ConVar sk_dmg_take_scale3( "sk_dmg_take_scale3", "1.50", FCVAR_REPLICATED );
+#endif//HL2_EPISODIC
+
+ConVar sk_allow_autoaim( "sk_allow_autoaim", "1", FCVAR_REPLICATED | FCVAR_ARCHIVE_XBOX );
+
+// Autoaim scale
+ConVar sk_autoaim_scale1( "sk_autoaim_scale1", "1.0", FCVAR_REPLICATED );
+ConVar sk_autoaim_scale2( "sk_autoaim_scale2", "1.0", FCVAR_REPLICATED );
+//ConVar sk_autoaim_scale3( "sk_autoaim_scale3", "0.0", FCVAR_REPLICATED ); NOT CURRENTLY OFFERED ON SKILL 3
+
+// Quantity scale for ammo received by the player.
+ConVar sk_ammo_qty_scale1 ( "sk_ammo_qty_scale1", "1.20", FCVAR_REPLICATED );
+ConVar sk_ammo_qty_scale2 ( "sk_ammo_qty_scale2", "1.00", FCVAR_REPLICATED );
+ConVar sk_ammo_qty_scale3 ( "sk_ammo_qty_scale3", "0.60", FCVAR_REPLICATED );
+
+ConVar sk_plr_health_drop_time ( "sk_plr_health_drop_time", "30", FCVAR_REPLICATED );
+ConVar sk_plr_grenade_drop_time ( "sk_plr_grenade_drop_time", "30", FCVAR_REPLICATED );
+
+ConVar sk_plr_dmg_ar2 ( "sk_plr_dmg_ar2","0", FCVAR_REPLICATED );
+ConVar sk_npc_dmg_ar2 ( "sk_npc_dmg_ar2","0", FCVAR_REPLICATED);
+ConVar sk_max_ar2 ( "sk_max_ar2","0", FCVAR_REPLICATED);
+ConVar sk_max_ar2_altfire ( "sk_max_ar2_altfire","0", FCVAR_REPLICATED);
+
+ConVar sk_plr_dmg_alyxgun ( "sk_plr_dmg_alyxgun","0", FCVAR_REPLICATED );
+ConVar sk_npc_dmg_alyxgun ( "sk_npc_dmg_alyxgun","0", FCVAR_REPLICATED);
+ConVar sk_max_alyxgun ( "sk_max_alyxgun","0", FCVAR_REPLICATED);
+
+ConVar sk_plr_dmg_pistol ( "sk_plr_dmg_pistol","0", FCVAR_REPLICATED );
+ConVar sk_npc_dmg_pistol ( "sk_npc_dmg_pistol","0", FCVAR_REPLICATED);
+ConVar sk_max_pistol ( "sk_max_pistol","0", FCVAR_REPLICATED);
+
+ConVar sk_plr_dmg_smg1 ( "sk_plr_dmg_smg1","0", FCVAR_REPLICATED );
+ConVar sk_npc_dmg_smg1 ( "sk_npc_dmg_smg1","0", FCVAR_REPLICATED);
+ConVar sk_max_smg1 ( "sk_max_smg1","0", FCVAR_REPLICATED);
+
+// FIXME: remove these
+//ConVar sk_plr_dmg_flare_round ( "sk_plr_dmg_flare_round","0", FCVAR_REPLICATED);
+//ConVar sk_npc_dmg_flare_round ( "sk_npc_dmg_flare_round","0", FCVAR_REPLICATED);
+//ConVar sk_max_flare_round ( "sk_max_flare_round","0", FCVAR_REPLICATED);
+
+ConVar sk_plr_dmg_buckshot ( "sk_plr_dmg_buckshot","0", FCVAR_REPLICATED);
+ConVar sk_npc_dmg_buckshot ( "sk_npc_dmg_buckshot","0", FCVAR_REPLICATED);
+ConVar sk_max_buckshot ( "sk_max_buckshot","0", FCVAR_REPLICATED);
+ConVar sk_plr_num_shotgun_pellets( "sk_plr_num_shotgun_pellets","7", FCVAR_REPLICATED);
+
+ConVar sk_plr_dmg_rpg_round ( "sk_plr_dmg_rpg_round","0", FCVAR_REPLICATED);
+ConVar sk_npc_dmg_rpg_round ( "sk_npc_dmg_rpg_round","0", FCVAR_REPLICATED);
+ConVar sk_max_rpg_round ( "sk_max_rpg_round","0", FCVAR_REPLICATED);
+
+ConVar sk_plr_dmg_sniper_round ( "sk_plr_dmg_sniper_round","0", FCVAR_REPLICATED);
+ConVar sk_npc_dmg_sniper_round ( "sk_npc_dmg_sniper_round","0", FCVAR_REPLICATED);
+ConVar sk_max_sniper_round ( "sk_max_sniper_round","0", FCVAR_REPLICATED);
+
+//ConVar sk_max_slam ( "sk_max_slam","0", FCVAR_REPLICATED);
+//ConVar sk_max_tripwire ( "sk_max_tripwire","0", FCVAR_REPLICATED);
+
+//ConVar sk_plr_dmg_molotov ( "sk_plr_dmg_molotov","0", FCVAR_REPLICATED);
+//ConVar sk_npc_dmg_molotov ( "sk_npc_dmg_molotov","0", FCVAR_REPLICATED);
+//ConVar sk_max_molotov ( "sk_max_molotov","0", FCVAR_REPLICATED);
+
+ConVar sk_plr_dmg_grenade ( "sk_plr_dmg_grenade","0", FCVAR_REPLICATED);
+ConVar sk_npc_dmg_grenade ( "sk_npc_dmg_grenade","0", FCVAR_REPLICATED);
+ConVar sk_max_grenade ( "sk_max_grenade","0", FCVAR_REPLICATED);
+
+#ifdef HL2_EPISODIC
+ConVar sk_max_hopwire ( "sk_max_hopwire", "3", FCVAR_REPLICATED);
+ConVar sk_max_striderbuster ( "sk_max_striderbuster", "3", FCVAR_REPLICATED);
+#endif
+
+//ConVar sk_plr_dmg_brickbat ( "sk_plr_dmg_brickbat","0", FCVAR_REPLICATED);
+//ConVar sk_npc_dmg_brickbat ( "sk_npc_dmg_brickbat","0", FCVAR_REPLICATED);
+//ConVar sk_max_brickbat ( "sk_max_brickbat","0", FCVAR_REPLICATED);
+
+ConVar sk_plr_dmg_smg1_grenade ( "sk_plr_dmg_smg1_grenade","0", FCVAR_REPLICATED);
+ConVar sk_npc_dmg_smg1_grenade ( "sk_npc_dmg_smg1_grenade","0", FCVAR_REPLICATED);
+ConVar sk_max_smg1_grenade ( "sk_max_smg1_grenade","0", FCVAR_REPLICATED );
+
+ConVar sk_plr_dmg_357 ( "sk_plr_dmg_357", "0", FCVAR_REPLICATED );
+ConVar sk_npc_dmg_357 ( "sk_npc_dmg_357", "0", FCVAR_REPLICATED );
+ConVar sk_max_357 ( "sk_max_357", "0", FCVAR_REPLICATED );
+
+ConVar sk_plr_dmg_crossbow ( "sk_plr_dmg_crossbow", "0", FCVAR_REPLICATED );
+ConVar sk_npc_dmg_crossbow ( "sk_npc_dmg_crossbow", "0", FCVAR_REPLICATED );
+ConVar sk_max_crossbow ( "sk_max_crossbow", "0", FCVAR_REPLICATED );
+
+ConVar sk_dmg_sniper_penetrate_plr( "sk_dmg_sniper_penetrate_plr","0", FCVAR_REPLICATED);
+ConVar sk_dmg_sniper_penetrate_npc( "sk_dmg_sniper_penetrate_npc","0", FCVAR_REPLICATED);
+
+ConVar sk_plr_dmg_airboat ( "sk_plr_dmg_airboat", "0", FCVAR_REPLICATED );
+ConVar sk_npc_dmg_airboat ( "sk_npc_dmg_airboat", "0", FCVAR_REPLICATED );
+
+ConVar sk_max_gauss_round ( "sk_max_gauss_round", "0", FCVAR_REPLICATED );
+
+// Gunship & Dropship cannons
+ConVar sk_npc_dmg_gunship ( "sk_npc_dmg_gunship", "0", FCVAR_REPLICATED );
+ConVar sk_npc_dmg_gunship_to_plr ( "sk_npc_dmg_gunship_to_plr", "0", FCVAR_REPLICATED );
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : iDmgType -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+int CHalfLife2::Damage_GetTimeBased( void )
+{
+#ifdef HL2_EPISODIC
+ int iDamage = ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN );
+ return iDamage;
+#else
+ return BaseClass::Damage_GetTimeBased();
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : iDmgType -
+// Output : bool
+//-----------------------------------------------------------------------------
+bool CHalfLife2::Damage_IsTimeBased( int iDmgType )
+{
+ // Damage types that are time-based.
+#ifdef HL2_EPISODIC
+ // This makes me think EP2 should have its own rules, but they are #ifdef all over in here.
+ return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_SLOWBURN ) ) != 0 );
+#else
+ return BaseClass::Damage_IsTimeBased( iDmgType );
+#endif
+}
+
+#ifdef CLIENT_DLL
+#else
+
+#ifdef HL2_EPISODIC
+ConVar alyx_darkness_force( "alyx_darkness_force", "0", FCVAR_CHEAT | FCVAR_REPLICATED );
+#endif // HL2_EPISODIC
+
+#endif // CLIENT_DLL
+
+
+#ifdef CLIENT_DLL //{
+
+
+#else //}{
+
+ extern bool g_fGameOver;
+
+#if !(defined( HL2MP ) || defined( PORTAL_MP ))
+ class CVoiceGameMgrHelper : public IVoiceGameMgrHelper
+ {
+ public:
+ virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker, bool &bProximity )
+ {
+ return true;
+ }
+ };
+ CVoiceGameMgrHelper g_VoiceGameMgrHelper;
+ IVoiceGameMgrHelper *g_pVoiceGameMgrHelper = &g_VoiceGameMgrHelper;
+#endif
+
+ //-----------------------------------------------------------------------------
+ // Purpose:
+ // Input :
+ // Output :
+ //-----------------------------------------------------------------------------
+ CHalfLife2::CHalfLife2()
+ {
+ m_bMegaPhysgun = false;
+
+ m_flLastHealthDropTime = 0.0f;
+ m_flLastGrenadeDropTime = 0.0f;
+ }
+
+ //-----------------------------------------------------------------------------
+ // Purpose: called each time a player uses a "cmd" command
+ // Input : *pEdict - the player who issued the command
+ // Use engine.Cmd_Argv, engine.Cmd_Argv, and engine.Cmd_Argc to get
+ // pointers the character string command.
+ //-----------------------------------------------------------------------------
+ bool CHalfLife2::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
+ {
+ if( BaseClass::ClientCommand( pEdict, args ) )
+ return true;
+
+ CHL2_Player *pPlayer = (CHL2_Player *) pEdict;
+
+ if ( pPlayer->ClientCommand( args ) )
+ return true;
+
+ return false;
+ }
+
+ //-----------------------------------------------------------------------------
+ // Purpose: Player has just spawned. Equip them.
+ //-----------------------------------------------------------------------------
+ void CHalfLife2::PlayerSpawn( CBasePlayer *pPlayer )
+ {
+ }
+
+ //-----------------------------------------------------------------------------
+ // Purpose: MULTIPLAYER BODY QUE HANDLING
+ //-----------------------------------------------------------------------------
+ class CCorpse : public CBaseAnimating
+ {
+ public:
+ DECLARE_CLASS( CCorpse, CBaseAnimating );
+ DECLARE_SERVERCLASS();
+
+ virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
+
+ public:
+ CNetworkVar( int, m_nReferencePlayer );
+ };
+
+ IMPLEMENT_SERVERCLASS_ST(CCorpse, DT_Corpse)
+ SendPropInt( SENDINFO(m_nReferencePlayer), 10, SPROP_UNSIGNED )
+ END_SEND_TABLE()
+
+ LINK_ENTITY_TO_CLASS( bodyque, CCorpse );
+
+
+ CCorpse *g_pBodyQueueHead;
+
+ void InitBodyQue(void)
+ {
+ CCorpse *pEntity = ( CCorpse * )CreateEntityByName( "bodyque" );
+ pEntity->AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES );
+ g_pBodyQueueHead = pEntity;
+ CCorpse *p = g_pBodyQueueHead;
+
+ // Reserve 3 more slots for dead bodies
+ for ( int i = 0; i < 3; i++ )
+ {
+ CCorpse *next = ( CCorpse * )CreateEntityByName( "bodyque" );
+ next->AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES );
+ p->SetOwnerEntity( next );
+ p = next;
+ }
+
+ p->SetOwnerEntity( g_pBodyQueueHead );
+ }
+
+ //-----------------------------------------------------------------------------
+ // Purpose: make a body que entry for the given ent so the ent can be respawned elsewhere
+ // GLOBALS ASSUMED SET: g_eoBodyQueueHead
+ //-----------------------------------------------------------------------------
+ void CopyToBodyQue( CBaseAnimating *pCorpse )
+ {
+ if ( pCorpse->IsEffectActive( EF_NODRAW ) )
+ return;
+
+ CCorpse *pHead = g_pBodyQueueHead;
+
+ pHead->CopyAnimationDataFrom( pCorpse );
+
+ pHead->SetMoveType( MOVETYPE_FLYGRAVITY );
+ pHead->SetAbsVelocity( pCorpse->GetAbsVelocity() );
+ pHead->ClearFlags();
+ pHead->m_nReferencePlayer = ENTINDEX( pCorpse );
+
+ pHead->SetLocalAngles( pCorpse->GetAbsAngles() );
+ UTIL_SetOrigin(pHead, pCorpse->GetAbsOrigin());
+
+ UTIL_SetSize(pHead, pCorpse->WorldAlignMins(), pCorpse->WorldAlignMaxs());
+ g_pBodyQueueHead = (CCorpse *)pHead->GetOwnerEntity();
+ }
+
+ //------------------------------------------------------------------------------
+ // Purpose : Initialize all default class relationships
+ // Input :
+ // Output :
+ //------------------------------------------------------------------------------
+ void CHalfLife2::InitDefaultAIRelationships( void )
+ {
+ int i, j;
+
+ // Allocate memory for default relationships
+ CBaseCombatCharacter::AllocateDefaultRelationships();
+
+ // --------------------------------------------------------------
+ // First initialize table so we can report missing relationships
+ // --------------------------------------------------------------
+ for (i=0;i<NUM_AI_CLASSES;i++)
+ {
+ for (j=0;j<NUM_AI_CLASSES;j++)
+ {
+ // By default all relationships are neutral of priority zero
+ CBaseCombatCharacter::SetDefaultRelationship( (Class_T)i, (Class_T)j, D_NU, 0 );
+ }
+ }
+
+ // ------------------------------------------------------------
+ // > CLASS_ANTLION
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CITIZEN_PASSIVE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_COMBINE_HUNTER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MANHACK, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_METROPOLICE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MILITARY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_SCANNER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_STALKER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PROTOSNIPER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_ANTLION, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ANTLION, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_BARNACLE
+ //
+ // In this case, the relationship D_HT indicates which characters
+ // the barnacle will try to eat.
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BARNACLE, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_BULLSQUID, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CITIZEN_PASSIVE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_COMBINE_HUNTER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MANHACK, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_METROPOLICE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MILITARY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_STALKER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_EARTH_FAUNA, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BARNACLE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_BULLSEYE
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_ANTLION, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_BULLSQUID, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CITIZEN_REBEL, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_COMBINE_HUNTER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_CONSCRIPT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HEADCRAB, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HOUNDEYE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_METROPOLICE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MILITARY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_VORTIGAUNT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_ZOMBIE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER_ALLY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSEYE, CLASS_HACKED_ROLLERMINE,D_NU, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_BULLSQUID
+ // ------------------------------------------------------------
+ /*
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_BARNACLE, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_BULLSEYE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_BULLSQUID, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_CITIZEN_PASSIVE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_COMBINE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_COMBINE_HUNTER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_HEADCRAB, D_HT, 1);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_HOUNDEYE, D_HT, 1);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_MANHACK, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_METROPOLICE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_MILITARY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_STALKER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_BULLSQUID, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+ */
+ // ------------------------------------------------------------
+ // > CLASS_CITIZEN_PASSIVE
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BARNACLE, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_BULLSQUID, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CITIZEN_REBEL, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_COMBINE_HUNTER, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_CONSCRIPT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HEADCRAB, D_FR, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HOUNDEYE, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MANHACK, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_METROPOLICE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MILITARY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_MISSILE, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_VORTIGAUNT, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_ZOMBIE, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER_ALLY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_PASSIVE, CLASS_HACKED_ROLLERMINE,D_NU, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_CITIZEN_REBEL
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BARNACLE, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_BULLSQUID, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CITIZEN_REBEL, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_COMBINE_HUNTER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_CONSCRIPT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MANHACK, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_METROPOLICE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MILITARY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_MISSILE, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_SCANNER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_STALKER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_VORTIGAUNT, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER_ALLY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CITIZEN_REBEL, CLASS_HACKED_ROLLERMINE,D_NU, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_COMBINE
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BARNACLE, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE_GUNSHIP, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_COMBINE_HUNTER, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_METROPOLICE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MILITARY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_COMBINE_GUNSHIP
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE_GUNSHIP, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_COMBINE_HUNTER, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HEADCRAB, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_METROPOLICE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MILITARY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_MISSILE, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_GUNSHIP, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_COMBINE_HUNTER
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_CITIZEN_PASSIVE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_COMBINE, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_COMBINE_GUNSHIP, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_COMBINE_HUNTER, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_METROPOLICE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_MILITARY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_COMBINE_HUNTER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_CONSCRIPT
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BARNACLE, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CITIZEN_REBEL, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_COMBINE_HUNTER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_CONSCRIPT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MANHACK, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_METROPOLICE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MILITARY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_SCANNER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_STALKER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_VORTIGAUNT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER_ALLY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_CONSCRIPT, CLASS_HACKED_ROLLERMINE,D_NU, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_FLARE
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_ANTLION, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_BULLSQUID, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CITIZEN_REBEL, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_COMBINE_HUNTER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_CONSCRIPT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HEADCRAB, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HOUNDEYE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_METROPOLICE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MILITARY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_VORTIGAUNT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_ZOMBIE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER_ALLY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_FLARE, CLASS_HACKED_ROLLERMINE,D_NU, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_HEADCRAB
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_BULLSQUID, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CITIZEN_PASSIVE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_COMBINE_HUNTER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HEADCRAB, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HOUNDEYE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_METROPOLICE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MILITARY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_ZOMBIE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HEADCRAB, CLASS_HACKED_ROLLERMINE,D_FR, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_HOUNDEYE
+ // ------------------------------------------------------------
+ /*
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_BULLSQUID, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_CITIZEN_PASSIVE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_COMBINE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_COMBINE_HUNTER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_HEADCRAB, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_HOUNDEYE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_METROPOLICE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_MILITARY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_ZOMBIE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HOUNDEYE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+ */
+
+ // ------------------------------------------------------------
+ // > CLASS_MANHACK
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CITIZEN_PASSIVE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_COMBINE_HUNTER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HEADCRAB, D_HT,-1);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HOUNDEYE, D_HT,-1);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_METROPOLICE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MILITARY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MANHACK, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_METROPOLICE
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_COMBINE_HUNTER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_METROPOLICE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MILITARY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_METROPOLICE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_MILITARY
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_COMBINE_HUNTER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_METROPOLICE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MILITARY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MILITARY, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_MISSILE
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_COMBINE_HUNTER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_METROPOLICE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MILITARY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_MISSILE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_NONE
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_ANTLION, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_BULLSQUID, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CITIZEN_REBEL, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_COMBINE_HUNTER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_CONSCRIPT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HEADCRAB, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HOUNDEYE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_METROPOLICE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_MILITARY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_VORTIGAUNT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_ZOMBIE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER_ALLY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_PLAYER_ALLY_VITAL,D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_NONE, CLASS_HACKED_ROLLERMINE,D_NU, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_PLAYER
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BARNACLE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BULLSEYE, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CITIZEN_PASSIVE, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CITIZEN_REBEL, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE_GUNSHIP, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_COMBINE_HUNTER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_CONSCRIPT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MANHACK, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_METROPOLICE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MILITARY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_SCANNER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_STALKER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_VORTIGAUNT, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PROTOSNIPER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER_ALLY, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HACKED_ROLLERMINE,D_LI, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_PLAYER_ALLY
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BARNACLE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CITIZEN_REBEL, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_COMBINE_HUNTER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_CONSCRIPT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HEADCRAB, D_FR, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MANHACK, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_METROPOLICE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MILITARY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_SCANNER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_STALKER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_VORTIGAUNT, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_ZOMBIE, D_FR, 1);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PROTOSNIPER, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY, CLASS_HACKED_ROLLERMINE,D_LI, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_PLAYER_ALLY_VITAL
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BARNACLE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CITIZEN_REBEL, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_COMBINE_HUNTER, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_CONSCRIPT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MANHACK, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_METROPOLICE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MILITARY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_SCANNER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_STALKER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_VORTIGAUNT, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PROTOSNIPER, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER_ALLY, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER_ALLY_VITAL, CLASS_HACKED_ROLLERMINE,D_LI, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_SCANNER
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_BULLSQUID, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE_GUNSHIP, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_COMBINE_HUNTER, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HEADCRAB, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HOUNDEYE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MANHACK, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_METROPOLICE, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MILITARY, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_SCANNER, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_STALKER, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_ZOMBIE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PROTOSNIPER, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_SCANNER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_STALKER
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_COMBINE_HUNTER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HEADCRAB, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HOUNDEYE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_METROPOLICE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MILITARY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_ZOMBIE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_STALKER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_VORTIGAUNT
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BARNACLE, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CITIZEN_PASSIVE, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CITIZEN_REBEL, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_COMBINE_HUNTER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_CONSCRIPT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MANHACK, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_METROPOLICE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MILITARY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_SCANNER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_STALKER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_VORTIGAUNT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER_ALLY, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_VORTIGAUNT, CLASS_HACKED_ROLLERMINE,D_LI, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_ZOMBIE
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_BULLSQUID, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CITIZEN_PASSIVE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_COMBINE_HUNTER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HEADCRAB, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HOUNDEYE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MANHACK, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_METROPOLICE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MILITARY, D_FR, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_ZOMBIE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_ZOMBIE, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_PROTOSNIPER
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_BULLSQUID, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CITIZEN_PASSIVE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_COMBINE_HUNTER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HOUNDEYE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_METROPOLICE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MILITARY, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_MISSILE, D_NU, 5);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_STALKER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_PROTOSNIPER, CLASS_HACKED_ROLLERMINE,D_HT, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_EARTH_FAUNA
+ //
+ // Hates pretty much everything equally except other earth fauna.
+ // This will make the critter choose the nearest thing as its enemy.
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_NONE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CITIZEN_PASSIVE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CITIZEN_REBEL, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE_GUNSHIP, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_COMBINE_HUNTER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_CONSCRIPT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_FLARE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MANHACK, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_METROPOLICE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MILITARY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_MISSILE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_SCANNER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_STALKER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_VORTIGAUNT, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_ZOMBIE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PROTOSNIPER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_EARTH_FAUNA, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER_ALLY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_PLAYER_ALLY_VITAL,D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_EARTH_FAUNA, CLASS_HACKED_ROLLERMINE,D_NU, 0);
+
+ // ------------------------------------------------------------
+ // > CLASS_HACKED_ROLLERMINE
+ // ------------------------------------------------------------
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_NONE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_PLAYER, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_ANTLION, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_BARNACLE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_BULLSEYE, D_NU, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_BULLSQUID, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_CITIZEN_PASSIVE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_CITIZEN_REBEL, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_COMBINE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_COMBINE_GUNSHIP, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_COMBINE_HUNTER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_CONSCRIPT, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_FLARE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_HEADCRAB, D_HT, 0);
+ //CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_HOUNDEYE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_MANHACK, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_METROPOLICE, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_MILITARY, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_MISSILE, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_SCANNER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_STALKER, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_VORTIGAUNT, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_ZOMBIE, D_HT, 1);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_PROTOSNIPER, D_NU, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_EARTH_FAUNA, D_HT, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_PLAYER_ALLY, D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_PLAYER_ALLY_VITAL,D_LI, 0);
+ CBaseCombatCharacter::SetDefaultRelationship(CLASS_HACKED_ROLLERMINE, CLASS_HACKED_ROLLERMINE,D_LI, 0);
+ }
+
+
+ //------------------------------------------------------------------------------
+ // Purpose : Return classify text for classify type
+ // Input :
+ // Output :
+ //------------------------------------------------------------------------------
+ const char* CHalfLife2::AIClassText(int classType)
+ {
+ switch (classType)
+ {
+ case CLASS_NONE: return "CLASS_NONE";
+ case CLASS_PLAYER: return "CLASS_PLAYER";
+ case CLASS_ANTLION: return "CLASS_ANTLION";
+ case CLASS_BARNACLE: return "CLASS_BARNACLE";
+ case CLASS_BULLSEYE: return "CLASS_BULLSEYE";
+ //case CLASS_BULLSQUID: return "CLASS_BULLSQUID";
+ case CLASS_CITIZEN_PASSIVE: return "CLASS_CITIZEN_PASSIVE";
+ case CLASS_CITIZEN_REBEL: return "CLASS_CITIZEN_REBEL";
+ case CLASS_COMBINE: return "CLASS_COMBINE";
+ case CLASS_COMBINE_GUNSHIP: return "CLASS_COMBINE_GUNSHIP";
+ case CLASS_COMBINE_HUNTER: return "CLASS_COMBINE_HUNTER";
+ case CLASS_CONSCRIPT: return "CLASS_CONSCRIPT";
+ case CLASS_HEADCRAB: return "CLASS_HEADCRAB";
+ //case CLASS_HOUNDEYE: return "CLASS_HOUNDEYE";
+ case CLASS_MANHACK: return "CLASS_MANHACK";
+ case CLASS_METROPOLICE: return "CLASS_METROPOLICE";
+ case CLASS_MILITARY: return "CLASS_MILITARY";
+ case CLASS_SCANNER: return "CLASS_SCANNER";
+ case CLASS_STALKER: return "CLASS_STALKER";
+ case CLASS_VORTIGAUNT: return "CLASS_VORTIGAUNT";
+ case CLASS_ZOMBIE: return "CLASS_ZOMBIE";
+ case CLASS_PROTOSNIPER: return "CLASS_PROTOSNIPER";
+ case CLASS_MISSILE: return "CLASS_MISSILE";
+ case CLASS_FLARE: return "CLASS_FLARE";
+ case CLASS_EARTH_FAUNA: return "CLASS_EARTH_FAUNA";
+
+ default: return "MISSING CLASS in ClassifyText()";
+ }
+ }
+
+ void CHalfLife2::PlayerThink( CBasePlayer *pPlayer )
+ {
+ }
+
+ void CHalfLife2::Think( void )
+ {
+ BaseClass::Think();
+
+ if( physcannon_mega_enabled.GetBool() == true )
+ {
+ m_bMegaPhysgun = true;
+ }
+ else
+ {
+ // FIXME: Is there a better place for this?
+ m_bMegaPhysgun = ( GlobalEntity_GetState("super_phys_gun") == GLOBAL_ON );
+ }
+ }
+
+ //-----------------------------------------------------------------------------
+ // Purpose: Returns how much damage the given ammo type should do to the victim
+ // when fired by the attacker.
+ // Input : pAttacker - Dude what shot the gun.
+ // pVictim - Dude what done got shot.
+ // nAmmoType - What been shot out.
+ // Output : How much hurt to put on dude what done got shot (pVictim).
+ //-----------------------------------------------------------------------------
+ float CHalfLife2::GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType )
+ {
+ float flDamage = 0.0f;
+ CAmmoDef *pAmmoDef = GetAmmoDef();
+
+ if ( pAmmoDef->DamageType( nAmmoType ) & DMG_SNIPER )
+ {
+ // If this damage is from a SNIPER, we do damage based on what the bullet
+ // HITS, not who fired it. All other bullets have their damage values
+ // arranged according to the owner of the bullet, not the recipient.
+ if ( pVictim->IsPlayer() )
+ {
+ // Player
+ flDamage = pAmmoDef->PlrDamage( nAmmoType );
+ }
+ else
+ {
+ // NPC or breakable
+ flDamage = pAmmoDef->NPCDamage( nAmmoType );
+ }
+ }
+ else
+ {
+ flDamage = BaseClass::GetAmmoDamage( pAttacker, pVictim, nAmmoType );
+ }
+
+ if( pAttacker->IsPlayer() && pVictim->IsNPC() )
+ {
+ if( pVictim->MyCombatCharacterPointer() )
+ {
+ // Player is shooting an NPC. Adjust the damage! This protects breakables
+ // and other 'non-living' entities from being easier/harder to break
+ // in different skill levels.
+ flDamage = pAmmoDef->PlrDamage( nAmmoType );
+ flDamage = AdjustPlayerDamageInflicted( flDamage );
+ }
+ }
+
+ return flDamage;
+ }
+
+ //-----------------------------------------------------------------------------
+ //-----------------------------------------------------------------------------
+ bool CHalfLife2::AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info )
+ {
+#ifndef CLIENT_DLL
+ if( (info.GetDamageType() & DMG_CRUSH) && info.GetInflictor() && pVictim->MyNPCPointer() )
+ {
+ if( pVictim->MyNPCPointer()->IsPlayerAlly() )
+ {
+ // A physics object has struck a player ally. Don't allow damage if it
+ // came from the player's physcannon.
+ CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
+
+ if( pPlayer )
+ {
+ CBaseEntity *pWeapon = pPlayer->HasNamedPlayerItem("weapon_physcannon");
+
+ if( pWeapon )
+ {
+ CBaseCombatWeapon *pCannon = assert_cast <CBaseCombatWeapon*>(pWeapon);
+
+ if( pCannon )
+ {
+ if( PhysCannonAccountableForObject(pCannon, info.GetInflictor() ) )
+ {
+ // Antlions can always be squashed!
+ if ( pVictim->Classify() == CLASS_ANTLION )
+ return true;
+
+ return false;
+ }
+ }
+ }
+ }
+ }
+ }
+#endif
+ return true;
+ }
+ //-----------------------------------------------------------------------------
+ // Purpose: Whether or not the NPC should drop a health vial
+ // Output : Returns true on success, false on failure.
+ //-----------------------------------------------------------------------------
+ bool CHalfLife2::NPC_ShouldDropHealth( CBasePlayer *pRecipient )
+ {
+ // Can only do this every so often
+ if ( m_flLastHealthDropTime > gpGlobals->curtime )
+ return false;
+
+ //Try to throw dynamic health
+ float healthPerc = ( (float) pRecipient->m_iHealth / (float) pRecipient->m_iMaxHealth );
+
+ if ( random->RandomFloat( 0.0f, 1.0f ) > healthPerc*1.5f )
+ return true;
+
+ return false;
+ }
+
+ //-----------------------------------------------------------------------------
+ // Purpose: Whether or not the NPC should drop a health vial
+ // Output : Returns true on success, false on failure.
+ //-----------------------------------------------------------------------------
+ bool CHalfLife2::NPC_ShouldDropGrenade( CBasePlayer *pRecipient )
+ {
+ // Can only do this every so often
+ if ( m_flLastGrenadeDropTime > gpGlobals->curtime )
+ return false;
+
+ int grenadeIndex = GetAmmoDef()->Index( "grenade" );
+ int numGrenades = pRecipient->GetAmmoCount( grenadeIndex );
+
+ // If we're not maxed out on grenades and we've randomly okay'd it
+ if ( ( numGrenades < GetAmmoDef()->MaxCarry( grenadeIndex ) ) && ( random->RandomInt( 0, 2 ) == 0 ) )
+ return true;
+
+ return false;
+ }
+
+ //-----------------------------------------------------------------------------
+ // Purpose: Update the drop counter for health
+ //-----------------------------------------------------------------------------
+ void CHalfLife2::NPC_DroppedHealth( void )
+ {
+ m_flLastHealthDropTime = gpGlobals->curtime + sk_plr_health_drop_time.GetFloat();
+ }
+
+ //-----------------------------------------------------------------------------
+ // Purpose: Update the drop counter for grenades
+ //-----------------------------------------------------------------------------
+ void CHalfLife2::NPC_DroppedGrenade( void )
+ {
+ m_flLastGrenadeDropTime = gpGlobals->curtime + sk_plr_grenade_drop_time.GetFloat();
+ }
+
+#endif //} !CLIENT_DLL
+
+
+// ------------------------------------------------------------------------------------ //
+// Shared CHalfLife2 implementation.
+// ------------------------------------------------------------------------------------ //
+bool CHalfLife2::ShouldCollide( int collisionGroup0, int collisionGroup1 )
+{
+ // The smaller number is always first
+ if ( collisionGroup0 > collisionGroup1 )
+ {
+ // swap so that lowest is always first
+ int tmp = collisionGroup0;
+ collisionGroup0 = collisionGroup1;
+ collisionGroup1 = tmp;
+ }
+
+ // Prevent the player movement from colliding with spit globs (caused the player to jump on top of globs while in water)
+ if ( collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT && collisionGroup1 == HL2COLLISION_GROUP_SPIT )
+ return false;
+
+ // HL2 treats movement and tracing against players the same, so just remap here
+ if ( collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT )
+ {
+ collisionGroup0 = COLLISION_GROUP_PLAYER;
+ }
+
+ if( collisionGroup1 == COLLISION_GROUP_PLAYER_MOVEMENT )
+ {
+ collisionGroup1 = COLLISION_GROUP_PLAYER;
+ }
+
+ //If collisionGroup0 is not a player then NPC_ACTOR behaves just like an NPC.
+ if ( collisionGroup1 == COLLISION_GROUP_NPC_ACTOR && collisionGroup0 != COLLISION_GROUP_PLAYER )
+ {
+ collisionGroup1 = COLLISION_GROUP_NPC;
+ }
+
+ // This is only for the super physcannon
+ if ( m_bMegaPhysgun )
+ {
+ if ( collisionGroup0 == COLLISION_GROUP_INTERACTIVE_DEBRIS && collisionGroup1 == COLLISION_GROUP_PLAYER )
+ return false;
+ }
+
+ if ( collisionGroup0 == HL2COLLISION_GROUP_COMBINE_BALL )
+ {
+ if ( collisionGroup1 == HL2COLLISION_GROUP_COMBINE_BALL )
+ return false;
+ }
+
+ if ( collisionGroup0 == HL2COLLISION_GROUP_COMBINE_BALL && collisionGroup1 == HL2COLLISION_GROUP_COMBINE_BALL_NPC )
+ return false;
+
+ if ( ( collisionGroup0 == COLLISION_GROUP_WEAPON ) ||
+ ( collisionGroup0 == COLLISION_GROUP_PLAYER ) ||
+ ( collisionGroup0 == COLLISION_GROUP_PROJECTILE ) )
+ {
+ if ( collisionGroup1 == HL2COLLISION_GROUP_COMBINE_BALL )
+ return false;
+ }
+
+ if ( collisionGroup0 == COLLISION_GROUP_DEBRIS )
+ {
+ if ( collisionGroup1 == HL2COLLISION_GROUP_COMBINE_BALL )
+ return true;
+ }
+
+ if (collisionGroup0 == HL2COLLISION_GROUP_HOUNDEYE && collisionGroup1 == HL2COLLISION_GROUP_HOUNDEYE )
+ return false;
+
+ if (collisionGroup0 == HL2COLLISION_GROUP_HOMING_MISSILE && collisionGroup1 == HL2COLLISION_GROUP_HOMING_MISSILE )
+ return false;
+
+ if ( collisionGroup1 == HL2COLLISION_GROUP_CROW )
+ {
+ if ( collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_NPC ||
+ collisionGroup0 == HL2COLLISION_GROUP_CROW )
+ return false;
+ }
+
+ if ( ( collisionGroup0 == HL2COLLISION_GROUP_HEADCRAB ) && ( collisionGroup1 == HL2COLLISION_GROUP_HEADCRAB ) )
+ return false;
+
+ // striders don't collide with other striders
+ if ( collisionGroup0 == HL2COLLISION_GROUP_STRIDER && collisionGroup1 == HL2COLLISION_GROUP_STRIDER )
+ return false;
+
+ // gunships don't collide with other gunships
+ if ( collisionGroup0 == HL2COLLISION_GROUP_GUNSHIP && collisionGroup1 == HL2COLLISION_GROUP_GUNSHIP )
+ return false;
+
+ // weapons and NPCs don't collide
+ if ( collisionGroup0 == COLLISION_GROUP_WEAPON && (collisionGroup1 >= HL2COLLISION_GROUP_FIRST_NPC && collisionGroup1 <= HL2COLLISION_GROUP_LAST_NPC ) )
+ return false;
+
+ //players don't collide against NPC Actors.
+ //I could've done this up where I check if collisionGroup0 is NOT a player but I decided to just
+ //do what the other checks are doing in this function for consistency sake.
+ if ( collisionGroup1 == COLLISION_GROUP_NPC_ACTOR && collisionGroup0 == COLLISION_GROUP_PLAYER )
+ return false;
+
+ // In cases where NPCs are playing a script which causes them to interpenetrate while riding on another entity,
+ // such as a train or elevator, you need to disable collisions between the actors so the mover can move them.
+ if ( collisionGroup0 == COLLISION_GROUP_NPC_SCRIPTED && collisionGroup1 == COLLISION_GROUP_NPC_SCRIPTED )
+ return false;
+
+ // Spit doesn't touch other spit
+ if ( collisionGroup0 == HL2COLLISION_GROUP_SPIT && collisionGroup1 == HL2COLLISION_GROUP_SPIT )
+ return false;
+
+ return BaseClass::ShouldCollide( collisionGroup0, collisionGroup1 );
+}
+
+#ifndef CLIENT_DLL
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CHalfLife2::AdjustPlayerDamageTaken( CTakeDamageInfo *pInfo )
+{
+ if( pInfo->GetDamageType() & (DMG_DROWN|DMG_CRUSH|DMG_FALL|DMG_POISON|DMG_SNIPER) )
+ {
+ // Skill level doesn't affect these types of damage.
+ return;
+ }
+
+ switch( GetSkillLevel() )
+ {
+ case SKILL_EASY:
+ pInfo->ScaleDamage( sk_dmg_take_scale1.GetFloat() );
+ break;
+
+ case SKILL_MEDIUM:
+ pInfo->ScaleDamage( sk_dmg_take_scale2.GetFloat() );
+ break;
+
+ case SKILL_HARD:
+ pInfo->ScaleDamage( sk_dmg_take_scale3.GetFloat() );
+ break;
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+float CHalfLife2::AdjustPlayerDamageInflicted( float damage )
+{
+ switch( GetSkillLevel() )
+ {
+ case SKILL_EASY:
+ return damage * sk_dmg_inflict_scale1.GetFloat();
+ break;
+
+ case SKILL_MEDIUM:
+ return damage * sk_dmg_inflict_scale2.GetFloat();
+ break;
+
+ case SKILL_HARD:
+ return damage * sk_dmg_inflict_scale3.GetFloat();
+ break;
+
+ default:
+ return damage;
+ break;
+ }
+}
+#endif//CLIENT_DLL
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CHalfLife2::ShouldUseRobustRadiusDamage(CBaseEntity *pEntity)
+{
+#ifdef CLIENT_DLL
+ return false;
+#endif
+
+ if( !sv_robust_explosions.GetBool() )
+ return false;
+
+ if( !pEntity->IsNPC() )
+ {
+ // Only NPC's
+ return false;
+ }
+
+#ifndef CLIENT_DLL
+ CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
+ if( pNPC->CapabilitiesGet() & bits_CAP_SIMPLE_RADIUS_DAMAGE )
+ {
+ // This NPC only eligible for simple radius damage.
+ return false;
+ }
+#endif//CLIENT_DLL
+
+ return true;
+}
+
+#ifndef CLIENT_DLL
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CHalfLife2::ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target )
+{
+ return sk_allow_autoaim.GetBool() != 0;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+float CHalfLife2::GetAutoAimScale( CBasePlayer *pPlayer )
+{
+#ifdef _X360
+ return 1.0f;
+#else
+ switch( GetSkillLevel() )
+ {
+ case SKILL_EASY:
+ return sk_autoaim_scale1.GetFloat();
+
+ case SKILL_MEDIUM:
+ return sk_autoaim_scale2.GetFloat();
+
+ default:
+ return 0.0f;
+ }
+#endif
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+float CHalfLife2::GetAmmoQuantityScale( int iAmmoIndex )
+{
+ switch( GetSkillLevel() )
+ {
+ case SKILL_EASY:
+ return sk_ammo_qty_scale1.GetFloat();
+
+ case SKILL_MEDIUM:
+ return sk_ammo_qty_scale2.GetFloat();
+
+ case SKILL_HARD:
+ return sk_ammo_qty_scale3.GetFloat();
+
+ default:
+ return 0.0f;
+ }
+}
+
+void CHalfLife2::LevelInitPreEntity()
+{
+ // Remove this if you fix the bug in ep1 where the striders need to touch
+ // triggers using their absbox instead of their bbox
+#ifdef HL2_EPISODIC
+ if ( !Q_strnicmp( gpGlobals->mapname.ToCStr(), "ep1_", 4 ) )
+ {
+ // episode 1 maps use the surrounding box trigger behavior
+ CBaseEntity::sm_bAccurateTriggerBboxChecks = false;
+ }
+#endif
+ BaseClass::LevelInitPreEntity();
+}
+
+//-----------------------------------------------------------------------------
+// Returns whether or not Alyx cares about light levels in order to see.
+//-----------------------------------------------------------------------------
+bool CHalfLife2::IsAlyxInDarknessMode()
+{
+#ifdef HL2_EPISODIC
+ if ( alyx_darkness_force.GetBool() )
+ return true;
+
+ return ( GlobalEntity_GetState( "ep_alyx_darknessmode" ) == GLOBAL_ON );
+#else
+ return false;
+#endif // HL2_EPISODIC
+}
+
+
+//-----------------------------------------------------------------------------
+// This takes the long way around to see if a prop should emit a DLIGHT when it
+// ignites, to avoid having Alyx-related code in props.cpp.
+//-----------------------------------------------------------------------------
+bool CHalfLife2::ShouldBurningPropsEmitLight()
+{
+#ifdef HL2_EPISODIC
+ return IsAlyxInDarknessMode();
+#else
+ return false;
+#endif // HL2_EPISODIC
+}
+
+
+#endif//CLIENT_DLL
+
+// ------------------------------------------------------------------------------------ //
+// Global functions.
+// ------------------------------------------------------------------------------------ //
+
+#ifndef HL2MP
+#ifndef PORTAL
+
+// shared ammo definition
+// JAY: Trying to make a more physical bullet response
+#define BULLET_MASS_GRAINS_TO_LB(grains) (0.002285*(grains)/16.0f)
+#define BULLET_MASS_GRAINS_TO_KG(grains) lbs2kg(BULLET_MASS_GRAINS_TO_LB(grains))
+
+// exaggerate all of the forces, but use real numbers to keep them consistent
+#define BULLET_IMPULSE_EXAGGERATION 3.5
+// convert a velocity in ft/sec and a mass in grains to an impulse in kg in/s
+#define BULLET_IMPULSE(grains, ftpersec) ((ftpersec)*12*BULLET_MASS_GRAINS_TO_KG(grains)*BULLET_IMPULSE_EXAGGERATION)
+
+
+CAmmoDef *GetAmmoDef()
+{
+ static CAmmoDef def;
+ static bool bInitted = false;
+
+ if ( !bInitted )
+ {
+ bInitted = true;
+
+ def.AddAmmoType("AR2", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_ar2", "sk_npc_dmg_ar2", "sk_max_ar2", BULLET_IMPULSE(200, 1225), 0 );
+ def.AddAmmoType("AlyxGun", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_alyxgun", "sk_npc_dmg_alyxgun", "sk_max_alyxgun", BULLET_IMPULSE(200, 1225), 0 );
+ def.AddAmmoType("Pistol", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_pistol", "sk_npc_dmg_pistol", "sk_max_pistol", BULLET_IMPULSE(200, 1225), 0 );
+ def.AddAmmoType("SMG1", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_smg1", "sk_npc_dmg_smg1", "sk_max_smg1", BULLET_IMPULSE(200, 1225), 0 );
+ def.AddAmmoType("357", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_357", "sk_npc_dmg_357", "sk_max_357", BULLET_IMPULSE(800, 5000), 0 );
+ def.AddAmmoType("XBowBolt", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_crossbow", "sk_npc_dmg_crossbow", "sk_max_crossbow", BULLET_IMPULSE(800, 8000), 0 );
+
+ def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, "sk_plr_dmg_buckshot", "sk_npc_dmg_buckshot", "sk_max_buckshot", BULLET_IMPULSE(400, 1200), 0 );
+ def.AddAmmoType("RPG_Round", DMG_BURN, TRACER_NONE, "sk_plr_dmg_rpg_round", "sk_npc_dmg_rpg_round", "sk_max_rpg_round", 0, 0 );
+ def.AddAmmoType("SMG1_Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_smg1_grenade", "sk_npc_dmg_smg1_grenade", "sk_max_smg1_grenade", 0, 0 );
+ def.AddAmmoType("SniperRound", DMG_BULLET | DMG_SNIPER, TRACER_NONE, "sk_plr_dmg_sniper_round", "sk_npc_dmg_sniper_round", "sk_max_sniper_round", BULLET_IMPULSE(650, 6000), 0 );
+ def.AddAmmoType("SniperPenetratedRound", DMG_BULLET | DMG_SNIPER, TRACER_NONE, "sk_dmg_sniper_penetrate_plr", "sk_dmg_sniper_penetrate_npc", "sk_max_sniper_round", BULLET_IMPULSE(150, 6000), 0 );
+ def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_grenade", 0, 0);
+ def.AddAmmoType("Thumper", DMG_SONIC, TRACER_NONE, 10, 10, 2, 0, 0 );
+ def.AddAmmoType("Gravity", DMG_CLUB, TRACER_NONE, 0, 0, 8, 0, 0 );
+// def.AddAmmoType("Extinguisher", DMG_BURN, TRACER_NONE, 0, 0, 100, 0, 0 );
+ def.AddAmmoType("Battery", DMG_CLUB, TRACER_NONE, NULL, NULL, NULL, 0, 0 );
+ def.AddAmmoType("GaussEnergy", DMG_SHOCK, TRACER_NONE, "sk_jeep_gauss_damage", "sk_jeep_gauss_damage", "sk_max_gauss_round", BULLET_IMPULSE(650, 8000), 0 ); // hit like a 10kg weight at 400 in/s
+ def.AddAmmoType("CombineCannon", DMG_BULLET, TRACER_LINE, "sk_npc_dmg_gunship_to_plr", "sk_npc_dmg_gunship", NULL, 1.5 * 750 * 12, 0 ); // hit like a 1.5kg weight at 750 ft/s
+ def.AddAmmoType("AirboatGun", DMG_AIRBOAT, TRACER_LINE, "sk_plr_dmg_airboat", "sk_npc_dmg_airboat", NULL, BULLET_IMPULSE(10, 600), 0 );
+
+ //=====================================================================
+ // STRIDER MINIGUN DAMAGE - Pull up a chair and I'll tell you a tale.
+ //
+ // When we shipped Half-Life 2 in 2004, we were unaware of a bug in
+ // CAmmoDef::NPCDamage() which was returning the MaxCarry field of
+ // an ammotype as the amount of damage that should be done to a NPC
+ // by that type of ammo. Thankfully, the bug only affected Ammo Types
+ // that DO NOT use ConVars to specify their parameters. As you can see,
+ // all of the important ammotypes use ConVars, so the effect of the bug
+ // was limited. The Strider Minigun was affected, though.
+ //
+ // According to my perforce Archeology, we intended to ship the Strider
+ // Minigun ammo type to do 15 points of damage per shot, and we did.
+ // To achieve this we, unaware of the bug, set the Strider Minigun ammo
+ // type to have a maxcarry of 15, since our observation was that the
+ // number that was there before (8) was indeed the amount of damage being
+ // done to NPC's at the time. So we changed the field that was incorrectly
+ // being used as the NPC Damage field.
+ //
+ // The bug was fixed during Episode 1's development. The result of the
+ // bug fix was that the Strider was reduced to doing 5 points of damage
+ // to NPC's, since 5 is the value that was being assigned as NPC damage
+ // even though the code was returning 15 up to that point.
+ //
+ // Now as we go to ship Orange Box, we discover that the Striders in
+ // Half-Life 2 are hugely ineffective against citizens, causing big
+ // problems in maps 12 and 13.
+ //
+ // In order to restore balance to HL2 without upsetting the delicate
+ // balance of ep2_outland_12, I have chosen to build Episodic binaries
+ // with 5 as the Strider->NPC damage, since that's the value that has
+ // been in place for all of Episode 2's development. Half-Life 2 will
+ // build with 15 as the Strider->NPC damage, which is how HL2 shipped
+ // originally, only this time the 15 is located in the correct field
+ // now that the AmmoDef code is behaving correctly.
+ //
+ //=====================================================================
+#ifdef HL2_EPISODIC
+ def.AddAmmoType("StriderMinigun", DMG_BULLET, TRACER_LINE, 5, 5, 15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s
+#else
+ def.AddAmmoType("StriderMinigun", DMG_BULLET, TRACER_LINE, 5, 15,15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s
+#endif//HL2_EPISODIC
+
+ def.AddAmmoType("StriderMinigunDirect", DMG_BULLET, TRACER_LINE, 2, 2, 15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s
+ def.AddAmmoType("HelicopterGun", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_npc_dmg_helicopter_to_plr", "sk_npc_dmg_helicopter", "sk_max_smg1", BULLET_IMPULSE(400, 1225), AMMO_FORCE_DROP_IF_CARRIED | AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER );
+ def.AddAmmoType("AR2AltFire", DMG_DISSOLVE, TRACER_NONE, 0, 0, "sk_max_ar2_altfire", 0, 0 );
+ def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_grenade", 0, 0);
+#ifdef HL2_EPISODIC
+ def.AddAmmoType("Hopwire", DMG_BLAST, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_hopwire", 0, 0);
+ def.AddAmmoType("CombineHeavyCannon", DMG_BULLET, TRACER_LINE, 40, 40, NULL, 10 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 10 kg weight at 750 ft/s
+ def.AddAmmoType("ammo_proto1", DMG_BULLET, TRACER_LINE, 0, 0, 10, 0, 0 );
+#endif // HL2_EPISODIC
+ }
+
+ return &def;
+}
+
+#endif
+#endif