2007-08-22 21:13:33 +00:00
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// NOTE: Be very careful when editing this file as it will change the network version
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2007-09-09 18:21:14 +00:00
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// --------- PHYSICS TWEAK! --------
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const float ground_control_speed = 7.0f;
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const float ground_control_accel = 2.0f;
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const float ground_friction = 0.5f;
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const float ground_jump_speed = 13.5f;
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2007-09-22 18:55:52 +00:00
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const float air_control_speed = 5.0f;
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const float air_control_accel = 1.5f;
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2007-09-09 18:21:14 +00:00
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const float air_friction = 0.95f;
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const float hook_length = 34*10.0f;
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const float hook_fire_speed = 45.0f;
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const float hook_drag_accel = 3.0f;
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const float hook_drag_speed = 15.0f;
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const float gravity = 0.5f;
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const float wall_friction = 0.80f;
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const float wall_jump_speed_up = ground_jump_speed*0.8f;
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const float wall_jump_speed_out = ground_jump_speed*0.8f;
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2007-08-22 21:13:33 +00:00
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// Network stuff
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enum
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{
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OBJTYPE_NULL=0,
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OBJTYPE_GAME,
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OBJTYPE_PLAYER,
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OBJTYPE_PROJECTILE,
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OBJTYPE_POWERUP,
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OBJTYPE_FLAG,
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EVENT_EXPLOSION,
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EVENT_DAMAGEINDICATION,
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EVENT_SOUND,
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EVENT_SMOKE,
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EVENT_SPAWN,
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EVENT_DEATH,
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};
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enum
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{
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MSG_NULL=0,
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MSG_SAY,
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MSG_CHAT,
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MSG_SETNAME,
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MSG_KILLMSG,
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MSG_SWITCHTEAM,
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MSG_JOIN,
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MSG_QUIT,
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MSG_EMOTICON,
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MSG_CHANGENAME,
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};
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enum
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{
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EMOTE_NORMAL=0,
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EMOTE_PAIN,
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EMOTE_HAPPY,
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EMOTE_SURPRISE,
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EMOTE_ANGRY,
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EMOTE_BLINK,
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};
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enum
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{
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STATE_UNKNOWN=0,
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STATE_PLAYING,
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STATE_IN_MENU,
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STATE_CHATTING,
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2007-08-25 08:54:14 +00:00
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GAMETYPE_DM=0,
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GAMETYPE_TDM,
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GAMETYPE_CTF,
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2007-08-22 21:13:33 +00:00
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};
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struct player_input
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{
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int left;
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int right;
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int target_x;
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int target_y;
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int jump;
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int fire;
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int hook;
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int blink;
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int activeweapon;
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int state;
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};
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struct ev_explosion
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{
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int x, y;
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};
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struct ev_spawn
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{
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int x, y;
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};
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struct ev_death
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{
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int x, y;
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};
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struct ev_sound
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{
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int x, y;
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int sound; // if (0x80000000 flag is set -> looping) if (0x40000000 is set -> stop looping
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};
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struct ev_damageind
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{
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int x, y;
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int angle;
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};
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struct obj_game
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{
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int round_start_tick;
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int game_over;
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int sudden_death;
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int paused;
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int score_limit;
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int time_limit;
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int gametype;
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};
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struct obj_projectile
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{
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int type;
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int x, y;
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int vx, vy; // should be an angle instead
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};
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struct obj_powerup
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{
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int x, y;
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int type; // why do we need two types?
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int subtype;
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};
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struct obj_flag
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{
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int x, y;
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int team;
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2007-09-25 23:03:15 +00:00
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int local_carry;
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2007-08-22 21:13:33 +00:00
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};
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2007-09-09 18:21:14 +00:00
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struct obj_player_core
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{
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int x, y;
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int vx, vy;
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int angle;
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2007-09-22 18:55:52 +00:00
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int hooked_player;
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2007-09-09 18:21:14 +00:00
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int hook_state;
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int hook_x, hook_y;
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int hook_dx, hook_dy;
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};
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struct obj_player : public obj_player_core
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2007-08-22 21:13:33 +00:00
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{
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int local;
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int clientid;
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int state;
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int health;
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int armor;
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int ammocount;
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int weapon; // current active weapon
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int attacktick; // num attack ticks left of current attack
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int score;
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int latency;
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int latency_flux;
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int emote;
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int team;
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};
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