From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- sp/src/game/shared/sdk/sdk_shareddefs.cpp | 116 ++++++++++++++++++++++++++++++ 1 file changed, 116 insertions(+) create mode 100644 sp/src/game/shared/sdk/sdk_shareddefs.cpp (limited to 'sp/src/game/shared/sdk/sdk_shareddefs.cpp') diff --git a/sp/src/game/shared/sdk/sdk_shareddefs.cpp b/sp/src/game/shared/sdk/sdk_shareddefs.cpp new file mode 100644 index 00000000..687ca838 --- /dev/null +++ b/sp/src/game/shared/sdk/sdk_shareddefs.cpp @@ -0,0 +1,116 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=====================================================================================// + +#include "cbase.h" +#include "weapon_sdkbase.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// the 1 / 2 / 3 respectively are all identical in our template mod to start, I've made the base ones (pc_class1, pc_class2, pc_class3) and then duplicated them for the teams. +//Tony; for our template we have two versions. +#if defined ( SDK_USE_PLAYERCLASSES ) && defined ( SDK_USE_TEAMS ) +const char *pszTeamBlueClasses[] = +{ + "blue_class1", + "blue_class2", + "blue_class3", + NULL +}; + +const char *pszTeamRedClasses[] = +{ + "red_class1", + "red_class2", + "red_class3", + NULL +}; +ConVar mp_limit_blue_class1( "mp_limit_blue_class1", "-1", FCVAR_REPLICATED, "Class limit for Blue class 1" ); +ConVar mp_limit_blue_class2( "mp_limit_blue_class2", "-1", FCVAR_REPLICATED, "Class limit for Blue class 2" ); +ConVar mp_limit_blue_class3( "mp_limit_blue_class3", "-1", FCVAR_REPLICATED, "Class limit for Blue class 3" ); + +ConVar mp_limit_red_class1( "mp_limit_red_class1", "-1", FCVAR_REPLICATED, "Class limit for Red class 1" ); +ConVar mp_limit_red_class2( "mp_limit_red_class2", "-1", FCVAR_REPLICATED, "Class limit for Red class 2" ); +ConVar mp_limit_red_class3( "mp_limit_red_class3", "-1", FCVAR_REPLICATED, "Class limit for Red class 3" ); + +//Tony; not using teams, but we are using classes +#elif defined ( SDK_USE_PLAYERCLASSES ) && !defined( SDK_USE_TEAMS ) +const char *pszPlayerClasses[] = +{ + "pc_class1", + "pc_class2", + "pc_class3", + NULL +}; +ConVar mp_limit_pc_class1( "mp_limit_pc_class1", "-1", FCVAR_REPLICATED, "Class limit for class 1" ); +ConVar mp_limit_pc_class2( "mp_limit_pc_class2", "-1", FCVAR_REPLICATED, "Class limit for class 2" ); +ConVar mp_limit_pc_class3( "mp_limit_pc_class3", "-1", FCVAR_REPLICATED, "Class limit for class 3" ); +#endif + +const char *pszTeamNames[] = +{ + "#SDK_Team_Unassigned", + "#SDK_Team_Spectator", +#if defined ( SDK_USE_TEAMS ) + "#SDK_Team_Blue", + "#SDK_Team_Red", +#endif +}; + +//Tony; We need to precache all possible player models that we're going to use +const char *pszPossiblePlayerModels[] = +{ + SDK_PLAYER_MODEL, + "models/player/american_rifleman.mdl", + "models/player/german_rifleman.mdl", + NULL +}; + +// ----------------------------------------------------------------------------- // +// Global Weapon Definitions +// ----------------------------------------------------------------------------- // + +//-------------------------------------------------------------------------------------------------------- +static const char * s_WeaponAliasInfo[] = +{ + "none", // WEAPON_NONE + "mp5", // SDK_WEAPON_MP5 + "shotgun", // SDK_WEAPON_SHOTGUN + "grenade", // SDK_WEAPON_GRENADE + "pistol", // SDK_WEAPON_PISTOL + "crowbar", // SDK_WEAPON_CROWBAR + NULL, // WEAPON_NONE +}; + +//-------------------------------------------------------------------------------------------------------- +// +// Given an alias, return the associated weapon ID +// +int AliasToWeaponID( const char *alias ) +{ + if (alias) + { + for( int i=0; s_WeaponAliasInfo[i] != NULL; ++i ) + if (!Q_stricmp( s_WeaponAliasInfo[i], alias )) + return i; + } + + return WEAPON_NONE; +} + +//-------------------------------------------------------------------------------------------------------- +// +// Given a weapon ID, return its alias +// +const char *WeaponIDToAlias( int id ) +{ + if ( (id >= WEAPON_MAX) || (id < 0) ) + return NULL; + + return s_WeaponAliasInfo[id]; +} + + -- cgit v1.2.3