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defs.h
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//============================================================================
// VARS NOT REFERENCED BY C CODE
//============================================================================
#ifndef VER
#define VER "unknown"
#endif
#ifndef REV
#define REV "unk"
#endif
//
// constants
//
#define FALSE 0
#define TRUE 1
// edict.flags
#define FL_FLY 1
#define FL_SWIM 2
#define FL_CLIENT 8 // set for all client edicts
#define FL_INWATER 16 // for enter / leave water splash
#define FL_MONSTER 32
#define FL_GODMODE 64 // player cheat
#define FL_NOTARGET 128 // player cheat
#define FL_ITEM 256 // extra wide size for bonus items
#define FL_ONGROUND 512 // standing on something
#define FL_PARTIALGROUND 1024 // not all corners are valid
#define FL_WATERJUMP 2048 // player jumping out of water
#define FL_JUMPRELEASED 4096 // for jump debouncing
// edict.movetype values
#define MOVETYPE_NONE 0 // never moves
//#define MOVETYPE_ANGLENOCLIP 1
//#define MOVETYPE_ANGLECLIP 2
#define MOVETYPE_WALK 3 // players only
#define MOVETYPE_STEP 4 // discrete, not real time unless fall
#define MOVETYPE_FLY 5
#define MOVETYPE_TOSS 6 // gravity
#define MOVETYPE_PUSH 7 // no clip to world, push and crush
#define MOVETYPE_NOCLIP 8
#define MOVETYPE_FLYMISSILE 9 // fly with extra size against monsters
#define MOVETYPE_BOUNCE 10
#define MOVETYPE_BOUNCEMISSILE 11 // bounce with extra size
// edict.solid values
#define SOLID_NOT 0 // no interaction with other objects
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
#define SOLID_BBOX 2 // touch on edge, block
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
#define SOLID_BSP 4 // bsp clip, touch on edge, block
// range values
#define RANGE_MELEE 0
#define RANGE_NEAR 1
#define RANGE_MID 2
#define RANGE_FAR 3
// deadflag values
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DEAD_RESPAWNABLE 3
// takedamage values
#define DAMAGE_NO 0
#define DAMAGE_YES 1
#define DAMAGE_AIM 2
// items
#define IT_AXE 4096
#define IT_SHOTGUN 1
#define IT_SUPER_SHOTGUN 2
#define IT_NAILGUN 4
#define IT_SUPER_NAILGUN 8
#define IT_GRENADE_LAUNCHER 16
#define IT_ROCKET_LAUNCHER 32
#define IT_LIGHTNING 64
#define IT_EXTRA_WEAPON 128
#define IT_SHELLS 256
#define IT_NAILS 512
#define IT_ROCKETS 1024
#define IT_CELLS 2048
#define IT_ARMOR1 8192
#define IT_ARMOR2 16384
#define IT_ARMOR3 32768
#define IT_SUPERHEALTH 65536
#define IT_KEY1 131072
#define IT_KEY2 262144
#define IT_INVISIBILITY 524288
#define IT_INVULNERABILITY 1048576
#define IT_SUIT 2097152
#define IT_QUAD 4194304
#define IT_HOOK 8388608
// point content values
#define CONTENT_EMPTY -1
#define CONTENT_SOLID -2
#define CONTENT_WATER -3
#define CONTENT_SLIME -4
#define CONTENT_LAVA -5
#define CONTENT_SKY -6
#define STATE_TOP 0
#define STATE_BOTTOM 1
#define STATE_UP 2
#define STATE_DOWN 3
#define VEC_ORIGIN '0 0 0'
#define VEC_HULL_MIN '-16 -16 -24'
#define VEC_HULL_MAX '16 16 32'
#define VEC_HULL2_MIN '-32 -32 -24'
#define VEC_HULL2_MAX '32 32 64'
// protocol bytes
#define SVC_TEMPENTITY 23
#define SVC_KILLEDMONSTER 27
#define SVC_FOUNDSECRET 28
#define SVC_INTERMISSION 30
#define SVC_FINALE 31
#define SVC_CDTRACK 32
#define SVC_SELLSCREEN 33
#define SVC_SMALLKICK 34
#define SVC_BIGKICK 35
#define SVC_UPDATEPING 36
#define SVC_UPDATETIME 37
#define SVC_MUZZLEFLASH 39
#define SVC_UPDATEUSERINFO 40
#define SVC_PLAYERINFO 42
#define SVC_PACKETENTITIES 47
#define SVC_DELTAPACKETENTITIES 48
#define SVC_SETINFO 51
#define SVC_UPDATEPL 53
#define TE_SPIKE 0
#define TE_SUPERSPIKE 1
#define TE_GUNSHOT 2
#define TE_EXPLOSION 3
#define TE_TAREXPLOSION 4
#define TE_LIGHTNING1 5
#define TE_LIGHTNING2 6
#define TE_WIZSPIKE 7
#define TE_KNIGHTSPIKE 8
#define TE_LIGHTNING3 9
#define TE_LAVASPLASH 10
#define TE_TELEPORT 11
#define TE_BLOOD 12
#define TE_LIGHTNINGBLOOD 13
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) allways override a playing sound on that channel
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
#define CHAN_NO_PHS_ADD 8
#define ATTN_NONE 0
#define ATTN_NORM 1
#define ATTN_IDLE 2
#define ATTN_STATIC 3
// update types
#define UPDATE_GENERAL 0
#define UPDATE_STATIC 1
#define UPDATE_BINARY 2
#define UPDATE_TEMP 3
// entity effects
#define EF_BRIGHTFIELD 1
#define EF_MUZZLEFLASH 2
#define EF_BRIGHTLIGHT 4
#define EF_DIMLIGHT 8
#define EF_FLAG1 16
#define EF_FLAG2 32
// GLQuakeWorld Stuff
#define EF_BLUE 64 // Blue Globe effect for Quad
#define EF_RED 128 // Red Globe effect for Pentagram
// messages
#define MSG_BROADCAST 0 // unreliable to all
#define MSG_ONE 1 // reliable to one (msg_entity)
#define MSG_ALL 2 // reliable to all
#define MSG_INIT 3 // write to the init string
#define MSG_MULTICAST 4
// message levels
#define PRINT_LOW 0 // pickup messages
#define PRINT_MEDIUM 1 // death messages
#define PRINT_HIGH 2 // critical messages
#define PRINT_CHAT 3 // also goes to chat console
// multicast sets
#define MULTICAST_ALL 0 // every client
#define MULTICAST_PHS 1 // within hearing
#define MULTICAST_PVS 2 // within sight
#define MULTICAST_ALL_R 3 // every client, reliable
#define MULTICAST_PHS_R 4 // within hearing, reliable
#define MULTICAST_PVS_R 5 // within sight, reliable
// attack_state
#define AS_STRAIGHT 1
#define AS_SLIDING 2
#define AS_MELEE 3
#define AS_MISSILE 4
//===========================================================================
// TEAMFORTRESS Defs
//===========================================================================
// TeamFortress State Flags
#define TFSTATE_GRENPRIMED 1 // Whether the player has a primed grenade
#define TFSTATE_RELOADING 2 // Whether the player is reloading
#define TFSTATE_ALTKILL 4 // TRUE if killed with a weapon not in self.weapon: NOT USED ANYMORE
#define TFSTATE_RANDOMPC 8 // Whether Playerclass is random, new one each respawn
#define TFSTATE_INFECTED 16 // set when player is infected by the bioweapon
#define TFSTATE_INVINCIBLE 32 // Player has permanent Invincibility (Usually by GoalItem)
#define TFSTATE_INVISIBLE 64 // Player has permanent Invisibility (Usually by GoalItem)
#define TFSTATE_QUAD 128 // Player has permanent Quad Damage (Usually by GoalItem)
#define TFSTATE_RADSUIT 256 // Player has permanent Radsuit (Usually by GoalItem)
#define TFSTATE_BURNING 512 // Is on fire
#define TFSTATE_GRENTHROWING 1024 // is throwing a grenade
#define TFSTATE_AIMING 2048 // is using the laser sight
#define TFSTATE_LOCK 4096 // this state will stop hwguy from shooting assault cannon
#define TFSTATE_RESPAWN_READY 8192 // is waiting for respawn, and has pressed fire
#define TFSTATE_HALLUCINATING 16384 // set when player is hallucinating
#define TFSTATE_TRANQUILISED 32768 // set when player is tranquilised
#define TFSTATE_CANT_MOVE 65536 // set when player is setting a detpack
// Defines used by TF_T_Damage (see combat.qc)
#define TF_TD_IGNOREARMOUR 1 // Bypasses the armour of the target
#define TF_TD_NOTTEAM 2 // Doesn't damage a team member (indicates direct fire weapon)
#define TF_TD_NOTSELF 4 // Doesn't damage self
#define TF_TD_OTHER 0 // Ignore armorclass
#define TF_TD_SHOT 1 // Bullet damage
#define TF_TD_NAIL 2 // Nail damage
#define TF_TD_EXPLOSION 4 // Explosion damage
#define TF_TD_ELECTRICITY 8 // Electric damage
#define TF_TD_FIRE 16 // Fire damage
#define TF_TD_NOSOUND 256 // Special damage. Makes no sound/painframe, etc
// Classic Fortress stuff
#define CF_MAPVOTE_FORCESHOW 10 // Seconds to force the mapvote menu to be open
#define CF_MAPVOTE_FINISH 5 // Seconds before timelimit to close all voting
#define CF_MAPVOTE_DURATION 180 // Seconds to show map vote menu
#define CF_MAPVOTE_DURATION_DECIDER 90 // Seconds to show map decider menu
/*======================================================*/
/* Toggleable Game Settings */
/*======================================================*/
// Some of the toggleflags aren't used anymore, but the bits are still
// there to provide compatability with old maps
#define TFLAG_CLASS_PERSIST 1 // Persistent Classes Bit
#define TFLAG_CHEATCHECK 2 // Cheatchecking Bit
#define TFLAG_RESPAWNDELAY 4 // RespawnDelay bit
#define TFLAG_UN 8 // NOT USED ANYMORE
#define TFLAG_UN2 16 // NOT USED ANYMORE
#define TFLAG_UN3 32 // NOT USED ANYMORE
#define TFLAG_AUTOTEAM 64 // sets whether players are automatically placed in teams
#define TFLAG_TEAMFRAGS 128 // Individual Frags, or Frags = TeamScore
#define TFLAG_FIRSTENTRY 256 // Used to determine the first time toggleflags is set
// in a map. Cannot be toggled by players.
// unused 512
#define TFLAG_GRAPPLE 1024 // Grapple on/off
#define TFLAG_FULLTEAMSCORE 2048
#define TFLAG_FLAGEMU 4096
#define TFLAG_WARSTANDARD 8192
#define TF_RESPAWNDELAY1 5 // seconds of waiting before player can respawn
#define TF_RESPAWNDELAY2 10 // seconds of waiting before player can respawn
#define TF_RESPAWNDELAY3 20 // seconds of waiting before player can respawn
#define TEAMPLAY_NORMAL 1
#define TEAMPLAY_HALFDIRECT 2
#define TEAMPLAY_NODIRECT 4
#define TEAMPLAY_HALFEXPLOSIVE 8
#define TEAMPLAY_NOEXPLOSIVE 16
#define TEAMPLAY_LESSPLAYERSHELP 32
#define TEAMPLAY_LESSSCOREHELP 64
// FortressMap stuff
#define TEAM1_CIVILIANS 1
#define TEAM2_CIVILIANS 2
#define TEAM3_CIVILIANS 4
#define TEAM4_CIVILIANS 8
// Defines for the playerclass
#define PC_UNDEFINED 0
#define PC_SCOUT 1
#define PC_SNIPER 2
#define PC_SOLDIER 3
#define PC_DEMOMAN 4
#define PC_MEDIC 5
#define PC_HVYWEAP 6
#define PC_PYRO 7
#define PC_SPY 8
#define PC_ENGINEER 9
// Insert new class definitions here
// PC_RANDOM _MUST_ be the third last class
#define PC_RANDOM 10 // Random playerclass
#define PC_CIVILIAN 11 // Civilians are a special class. They cannot
// be chosen by players, only enforced by maps
#define PC_LASTCLASS 12 // Use this as the high-boundary for any loops
// through the playerclass.
/*======================================================*/
/* Impulse Defines */
/*======================================================*/
#define TF_SLOT1 1 // Changes weapon to slot 1 (primary weapon)
#define TF_SLOT2 2 // Changes weapon to slot 2 (secondary weapon)
#define TF_SLOT3 3 // Changes weapon to slot 3 (tertiary weapon)
#define TF_SLOT4 4 // Changes weapon to slot 4 (melee weapon)
#define TF_CLASSMENU 5 // Brings up class menu
// unused 6
// unused 7
// unused 8
// unused 9
// unused 10
#define TF_WEAPNEXT 11 // Selects the next weapon slot
#define TF_WEAPPREV 12 // Selects the previous weapon slot
#define TF_WEAPLAST 13 // Selects the last used weapon slot
#define TF_GRENADE_1 14 // Prime grenade type 1
#define TF_GRENADE_2 15 // Prime grenade type 2
#define TF_GRENADE_T 16 // Throw primed grenade
#define TF_GRENADE_PT_1 17 // Prime and throw grenade type 1 (two clicks)
#define TF_GRENADE_PT_2 18 // Prime and throw grenade type 2 (two clicks)
#define TF_GRENADE_SWITCH 19 // Switch grenade mode 1/2
#define TF_QUICKSLOT1 20 // Fire weapon slot 1 and then switch back to current weapon
#define TF_QUICKSLOT2 21 // Fire weapon slot 2 and then switch back to current weapon
#define TF_QUICKSLOT3 22 // Fire weapon slot 3 and then switch back to current weapon
#define TF_QUICKSLOT4 23 // Fire weapon slot 4 and then switch back to current weapon
#define TF_QUICKSTOP 24 // Used to tell server that quick firing has stopped
#define TF_RELOAD_SLOT1 25 // Reload weapon slot 1
#define TF_RELOAD_SLOT2 26 // Reload weapon slot 2
#define TF_RELOAD_SLOT3 27 // Reload weapon slot 3
#define TF_RELOAD 28 // Reload current weapon
#define TF_RELOAD_NEXT 29 // Reload next weapon with a non-full clip
#define TF_SPECIAL_SKILL 30 // Class special
#define TF_DROPFLAG 31 // Drop flag
#define TF_DROPKEY 32 // Drop key
#define TF_DISCARD 33 // Discard useless ammo
#define TF_DROP_AMMO 34 // Drop an ammo box on the ground
#define TF_MEDIC_HELPME 35 // Alert players around you that you are in need of medical attention
#define TF_INVENTORY 36 // Displays current inventory
#define FLAG_INFO 37 // Displays current flag location
#define TF_ID 38 // Identify player/object in front of player
#define TF_ID_TEAM 39 // Identify team player/object in front of player
#define TF_ID_ENEMY 40 // Identify enemy player/object in front of player
#define TF_DASH 41 // Scout: Initialize a forward bunnyhop
#define TF_SCAN 42 // Scout: Toggle Scanner on/off
#define TF_SCAN_ENEMY 43 // Scout: Toggle scanning of enemies
#define TF_SCAN_FRIENDLY 44 // Scout: Toggle scanning of friendlies
#define TF_SCAN_SOUND 45 // Scout: Toggle scanner sound
#define TF_ZOOMTOGGLE 46 // Sniper: Toggle zoom mode on/off
#define TF_ZOOMIN 47 // Sniper: Zoom in (while zoom mode is on)
#define TF_ZOOMOUT 48 // Sniper: Zoom out (while zoom mode is on)
#define TF_DEMOMAN_DETPACK 49 // Demoman: Bring up detpack menu
#define TF_DETPACK 50 // Demoman: Detpack Pre-Impulse
#define TF_DETPACK_STOP 51 // Demoman: Impulse to stop setting detpack
#define TF_DETPACK_5 52 // Demoman: Detpack set to 5 seconds
#define TF_DETPACK_20 53 // Demoman: Detpack set to 20 seconds
#define TF_DETPACK_50 54 // Demoman: Detpack set to 50 seconds
#define TF_PB_DETONATE 55 // Demoman: Detonate Pipebombs
#define TF_MEDIC_AURA_TOGGLE 56 // Medic: Toggle Healing Aura on/off
#define TF_LOCKON 57 // HWGuy: Turn Assault Cannon fire on
#define TF_LOCKOFF 58 // HWGuy: Turn Assault Cannon fire off
#define TF_SPY_DIE 59 // Spy: Feign death
#define TF_SPY_SILENT_DIE 60 // Spy: Silent feign death
#define TF_SPY_SPY 61 // Spy: Bring up disguise menu
#define TF_DISGUISE_ENEMY 62 // Spy: Disguise as enemy team
#define TF_DISGUISE_LAST 63 // Spy: Use last disguise
#define TF_DISGUISE_RESET 64 // Spy: Reset disguise
#define TF_DISGUISE_SCOUT 65 // Spy: Disguise as Scout
#define TF_DISGUISE_SNIPER 66 // Spy: Disguise as Sniper
#define TF_DISGUISE_SOLDIER 67 // Spy: Disguise as Soldier
#define TF_DISGUISE_DEMOMAN 68 // Spy: Disguise as Demoman
#define TF_DISGUISE_MEDIC 69 // Spy: Disguise as Medic
#define TF_DISGUISE_HWGUY 70 // Spy: Disguise as HWGuy
#define TF_DISGUISE_PYRO 71 // Spy: Disguise as Pyro
#define TF_DISGUISE_ENGINEER 72 // Spy: Disguise as Engineer
#define TF_DISGUISE_BLUE 73 // Spy: Disguise as blue team
#define TF_DISGUISE_RED 74 // Spy: Disguise as red team
#define TF_DISGUISE_YELLOW 75 // Spy: Disguise as yellow team
#define TF_DISGUISE_GREEN 76 // Spy: Disguise as green team
#define TF_ENGINEER_BUILD 77 // Engineer: Bring up build menu for Engineer
#define TF_ENGINEER_DETDISP 78 // Engineer: Detonate dispenser for Engineer
#define TF_ENGINEER_DETSENTRY 79 // Engineer: Detonate sentry gun for Engineer
// unused 80
// unused 81
// unused 82
// unused 83
// unused 84
// unused 85
// unused 86
// unused 87
// unused 88
// unused 89
// unused 90
// unused 91
// unused 92
// unused 93
// unused 94
// unused 95
// unused 96
// unused 97
// unused 98
// unused 99
#define TF_CHANGETEAM 100 // Bring up team selection menu
#define TF_TEAM_1 101 // Join team 1
#define TF_TEAM_2 102 // Join team 2
#define TF_TEAM_3 103 // Join team 3
#define TF_TEAM_4 104 // Join team 4
#define TF_DISPLAYLOCATION 105 // Displays current location and angles (for developers)
#define TF_SHOWTF 106 // Displays server settings and mod version
#define TF_SHOWLEGALCLASSES 107 // Show what classes are allowed by current map
#define TF_SHOW_IDS 108 // Show ids of connected players
#define TF_ALIAS_CHECK 109 // Check if client has gotten all the aliases
#define TF_CHANGECLASS 110 // Bring up class selection menu
#define TF_CHANGEPC_SCOUT 111 // Change class to Scout
#define TF_CHANGEPC_SNIPER 112 // Change class to Sniper
#define TF_CHANGEPC_SOLDIER 113 // Change class to Soldier
#define TF_CHANGEPC_DEMOMAN 114 // Change class to Demoman
#define TF_CHANGEPC_MEDIC 115 // Change class to Medic
#define TF_CHANGEPC_HVYWEAP 116 // Change class to HWGuy
#define TF_CHANGEPC_PYRO 117 // Change class to Pyro
#define TF_CHANGEPC_SPY 118 // Change class to Spy
#define TF_CHANGEPC_ENGINEER 119 // Change class to Engineer
#define TF_CHANGEPC_RANDOM 120 // Change class to RandomPC
#define TF_HELP_MAP 121 // Displays current map objectives
#define TF_CLASSHELP 122 // Class help alias
#define TF_TEAM_CLASSES 123 // Display team classes
#define TF_TEAM_LIST 124 // Display the players in each team
#define TF_TEAM_SCORES 125 // Display team scores
#define TF_STATUS_QUERY 126 // Displays current team balance and equilization ratios
#define TF_NEXTTIP 127 // Shows the next general/class tip
// unused 128
// unused 129
#define TF_TOGGLEVOTE 130 // Toggle vote menu on/off
#define TF_VOTENEXT 131 // Vote to start voting for next map
#define TF_VOTETRICK 132 // Vote to start voting for a trick map
#define TF_VOTERACE 133 // Vote to start voting for a race map
#define TF_FORCENEXT 134 // Vote to force a change to voted map
// unused 135
// unused 136
// unused 137
// unused 138
// unused 139
// unused 140
// unused 141
// unused 142
// unused 143
// unused 144
// unused 145
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// unused 255
/*======================================================*/
/* Colors */
/*======================================================*/
#define WHITE 1
#define BROWN 2
#define BLUE 3
#define GREEN 4
#define RED 5
#define TAN 6
#define PINK 7
#define ORANGE 8
#define PURPLE 9
#define DARKPURPLE 10
#define GREY 11
#define DARKGREEN 12
#define YELLOW 13
#define DARKBLUE 14
/*======================================================*/
/* Defines for the ENGINEER's Building ability */
/*======================================================*/
// Ammo costs
#define AMMO_COST_SHELLS 3 // Metal needed to make 1 shell
#define AMMO_COST_NAILS 2
#define AMMO_COST_ROCKETS 5
#define AMMO_COST_CELLS 5
// Building types
#define BUILD_DISPENSER 1
#define BUILD_SENTRYGUN 2
// Building metal costs
#define BUILD_COST_DISPENSER 100
#define BUILD_COST_SENTRYGUN 130
// Building times
#define BUILD_TIME_DISPENSER 2 // 2 seconds to build
#define BUILD_TIME_SENTRYGUN 5 // 5 seconds to build
// Building health levels
#define BUILD_HEALTH_DISPENSER 150
#define BUILD_HEALTH_SENTRYGUN 150
// Dispenser's maximum carrying capability
#define BUILD_DISPENSER_MAX_SHELLS 400
#define BUILD_DISPENSER_MAX_NAILS 600
#define BUILD_DISPENSER_MAX_ROCKETS 300
#define BUILD_DISPENSER_MAX_CELLS 400
#define BUILD_DISPENSER_MAX_ARMOR 500
/*======================================================*/
/* Ammo quantities for dropping */
/*======================================================*/
#define DROP_SHELLS 20
#define DROP_NAILS 20
#define DROP_ROCKETS 10
#define DROP_CELLS 10
#define DROP_ARMOR 40
/*======================================================*/
/* Team Defines */
/*======================================================*/
#define TM_MAX_NO 4 // Max number of teams. Simply changing this value isn't enough.
// A new global to hold new team colors is needed, and more flags
// in the spawnpoint spawnflags may need to be used.
// Basically, don't change this unless you know what you're doing :)
/*======================================================*/
/* New Weapon Defines */
/*======================================================*/
#define WEAP_HOOK 1
// unused 2
#define WEAP_MEDIKIT 4
#define WEAP_SPANNER 8
#define WEAP_AXE 16
#define WEAP_SNIPER_RIFLE 32
#define WEAP_AUTO_RIFLE 64
#define WEAP_SHOTGUN 128
#define WEAP_SUPER_SHOTGUN 256
#define WEAP_NAILGUN 512
#define WEAP_SUPER_NAILGUN 1024
#define WEAP_GRENADE_LAUNCHER 2048
#define WEAP_FLAMETHROWER 4096
#define WEAP_ROCKET_LAUNCHER 8192
#define WEAP_INCENDIARY 16384
#define WEAP_ASSAULT_CANNON 32768
#define WEAP_LIGHTNING 65536
#define WEAP_DETPACK 131072
#define WEAP_TRANQ 262144
#define WEAP_LASER 524288
// still room for 12 more weapons
// but we can remove some by giving the weapons
// a weapon mode (like the rifle)
/*======================================================*/
/* New Weapon Related Defines */
/*======================================================*/
// shots per reload
#define RE_SHOTGUN 8
#define RE_SUPER_SHOTGUN 16 // 8 shots
#define RE_GRENADE_LAUNCHER 6
#define RE_ROCKET_LAUNCHER 4
// reload times
#define RE_SHOTGUN_TIME 2
#define RE_SUPER_SHOTGUN_TIME 3
#define RE_GRENADE_LAUNCHER_TIME 4
#define RE_ROCKET_LAUNCHER_TIME 5
// Maximum velocity you can move and fire the Sniper Rifle
#define WEAP_SNIPER_RIFLE_MAX_MOVE 50
// Medikit
#define WEAP_MEDIKIT_HEAL 200 // Amount medikit heals per hit
#define WEAP_MEDIKIT_OVERHEAL 50 // Amount of superhealth over max_health the medikit will dispense
// Spanner
#define WEAP_SPANNER_REPAIR 10
// Detpack
#define WEAP_DETPACK_DISARMTIME 3 // Time it takes to disarm a Detpack
#define WEAP_DETPACK_SETTIME 4 // Time it takes to set a Detpack
#define WEAP_DETPACK_SIZE 1500
#define WEAP_DETPACK_BITS_NO 12 // Bits that detpack explodes into
// Tranquiliser Gun
#define TRANQ_TIME 15
// Grenades
#define GR_PRIMETIME 3
#define GR_TYPE_NONE 0
#define GR_TYPE_NORMAL 1
#define GR_TYPE_CONCUSSION 2
#define GR_TYPE_NAIL 3
#define GR_TYPE_MIRV 4
#define GR_TYPE_NAPALM 5
#define GR_TYPE_FLARE 6
#define GR_TYPE_GAS 7
#define GR_TYPE_EMP 8
#define GR_TYPE_FLASH 9
#define GR_TYPE_CALTROP 10
// Defines for WeaponMode
#define GL_NORMAL 0
#define GL_PIPEBOMB 1
// Defines for Concussion Grenade
#define GR_CONCUSS_TIME 5
#define GR_CONCUSS_DEC 20
// Defines for the Gas Grenade
#define GR_HALLU_TIME 0.5
#define GR_HALLU_DEC 2.5
/*======================================================*/
/* New Items */
/*======================================================*/
#define NIT_SCANNER 1
#define NIT_SILVER_DOOR_OPENED IT_KEY1 /* 131072 */
#define NIT_GOLD_DOOR_OPENED IT_KEY2 /* 262144 */
/*======================================================*/
/* New Item Flags */
/*======================================================*/
#define NIT_SCANNER_ENEMY 1 // Detect enemies
#define NIT_SCANNER_FRIENDLY 2 // Detect friendlies (team members)
#define NIT_SCANNER_MOVEMENT 4 // Motion detection. Only report moving entities.
/*======================================================*/
/* New Item Related Defines */
/*======================================================*/
#define NIT_SCANNER_POWER 100 // The amount of power spent on a scan with the scanner
// is multiplied by this to get the scanrange.
#define NIT_SCANNER_MAXCELL 50 // The maximum number of cells than can be used in one scan
#define NIT_SCANNER_MIN_MOVEMENT 50 // The minimum velocity an entity must have to be detected
// by scanners that only detect movement
/*======================================================*/
/* Variables used for New Weapons and Reloading */
/*======================================================*/
// Armor Classes : Bitfields. Use the "armorclass" of armor for the Armor Type.
#define AT_SAVESHOT 1 // Kevlar : Reduces bullet damage by 15%
#define AT_SAVENAIL 2 // Wood :) : Reduces nail damage by 15%
#define AT_SAVEEXPLOSION 4 // Blast : Reduces explosion damage by 15%
#define AT_SAVEELECTRICITY 8 // Shock : Reduces electricity damage by 15%
#define AT_SAVEFIRE 16 // Asbestos : Reduces fire damage by 15%
/*======================================================================*/
/* TEAMFORTRESS CLASS DETAILS */
/*======================================================================*/
// Class Details for SCOUT
#define PC_SCOUT_SKIN 4 // Skin for this class when Classkin is on.
#define PC_SCOUT_MAXHEALTH 75 // Maximum Health Level
#define PC_SCOUT_MAXSPEED 450 // Maximum movement speed
#define PC_SCOUT_MAXSTRAFESPEED 450 // Maximum strafing movement speed
#define PC_SCOUT_MAXARMOR 50 // Maximum Armor Level, of any armor class
#define PC_SCOUT_INITARMOR 25 // Armor level when respawned
#define PC_SCOUT_MAXARMORTYPE 0.3 // Maximum level of Armor absorption
#define PC_SCOUT_INITARMORTYPE 0.3 // Absorption Level of armor when respawned
#define PC_SCOUT_ARMORCLASSES 3 // #AT_SAVESHOT | #AT_SAVENAIL <-Armor Classes allowed for this class
#define PC_SCOUT_INITARMORCLASS 0 // Armorclass worn when respawned
#define PC_SCOUT_WEAPONS WEAP_AXE | WEAP_SHOTGUN | WEAP_NAILGUN
#define PC_SCOUT_MAXAMMO_SHOT 50 // Maximum amount of shot ammo this class can carry
#define PC_SCOUT_MAXAMMO_NAIL 200 // Maximum amount of nail ammo this class can carry
#define PC_SCOUT_MAXAMMO_CELL 100 // Maximum amount of cell ammo this class can carry
#define PC_SCOUT_MAXAMMO_ROCKET 25 // Maximum amount of rocket ammo this class can carry
#define PC_SCOUT_INITAMMO_SHOT 25 // Amount of shot ammo this class has when respawned
#define PC_SCOUT_INITAMMO_NAIL 100 // Amount of nail ammo this class has when respawned
#define PC_SCOUT_INITAMMO_CELL 50 // Amount of cell ammo this class has when respawned
#define PC_SCOUT_INITAMMO_ROCKET 0 // Amount of rocket ammo this class has when respawned
#define PC_SCOUT_GRENADE_TYPE_1 GR_TYPE_FLASH // <- 1st Type of Grenade this class has
#define PC_SCOUT_GRENADE_TYPE_2 GR_TYPE_CONCUSSION // <- 2nd Type of Grenade this class has
#define PC_SCOUT_GRENADE_INIT_1 2 // Number of grenades of Type 1 this class has when respawned
#define PC_SCOUT_GRENADE_INIT_2 3 // Number of grenades of Type 2 this class has when respawned
#define PC_SCOUT_TF_ITEMS NIT_SCANNER // <- TeamFortress Items this class has
#define PC_SCOUT_MOTION_MIN_I 0.5 // < Short range
#define PC_SCOUT_MOTION_MIN_MOVE 50 // Minimum vlen of player velocity to be picked up by motion detector
// Class Details for SNIPER
#define PC_SNIPER_SKIN 5
#define PC_SNIPER_MAXHEALTH 90
#define PC_SNIPER_MAXSPEED 300
#define PC_SNIPER_MAXSTRAFESPEED 300
#define PC_SNIPER_MAXARMOR 50
#define PC_SNIPER_INITARMOR 0
#define PC_SNIPER_MAXARMORTYPE 0.3
#define PC_SNIPER_INITARMORTYPE 0.3
#define PC_SNIPER_ARMORCLASSES 3 // #AT_SAVESHOT | #AT_SAVENAIL
#define PC_SNIPER_INITARMORCLASS 0
#define PC_SNIPER_WEAPONS WEAP_SNIPER_RIFLE | WEAP_AUTO_RIFLE | WEAP_AXE | WEAP_NAILGUN
#define PC_SNIPER_MAXAMMO_SHOT 75
#define PC_SNIPER_MAXAMMO_NAIL 100
#define PC_SNIPER_MAXAMMO_CELL 50
#define PC_SNIPER_MAXAMMO_ROCKET 25
#define PC_SNIPER_INITAMMO_SHOT 60
#define PC_SNIPER_INITAMMO_NAIL 50
#define PC_SNIPER_INITAMMO_CELL 0
#define PC_SNIPER_INITAMMO_ROCKET 0
#define PC_SNIPER_GRENADE_TYPE_1 GR_TYPE_NORMAL
#define PC_SNIPER_GRENADE_TYPE_2 GR_TYPE_FLARE
#define PC_SNIPER_GRENADE_INIT_1 2
#define PC_SNIPER_GRENADE_INIT_2 3
#define PC_SNIPER_TF_ITEMS 0
// Class Details for SOLDIER
#define PC_SOLDIER_SKIN 6
#define PC_SOLDIER_MAXHEALTH 100
#define PC_SOLDIER_MAXSPEED 240
#define PC_SOLDIER_MAXSTRAFESPEED 240
#define PC_SOLDIER_MAXARMOR 200
#define PC_SOLDIER_INITARMOR 100
#define PC_SOLDIER_MAXARMORTYPE 0.8
#define PC_SOLDIER_INITARMORTYPE 0.8
#define PC_SOLDIER_ARMORCLASSES 31 // ALL
#define PC_SOLDIER_INITARMORCLASS 0
#define PC_SOLDIER_WEAPONS WEAP_AXE | WEAP_SHOTGUN | WEAP_SUPER_SHOTGUN | WEAP_ROCKET_LAUNCHER
#define PC_SOLDIER_MAXAMMO_SHOT 100
#define PC_SOLDIER_MAXAMMO_NAIL 100
#define PC_SOLDIER_MAXAMMO_CELL 50
#define PC_SOLDIER_MAXAMMO_ROCKET 50
#define PC_SOLDIER_INITAMMO_SHOT 50
#define PC_SOLDIER_INITAMMO_NAIL 0
#define PC_SOLDIER_INITAMMO_CELL 0
#define PC_SOLDIER_INITAMMO_ROCKET 10
#define PC_SOLDIER_GRENADE_TYPE_1 GR_TYPE_NORMAL
#define PC_SOLDIER_GRENADE_TYPE_2 GR_TYPE_NAIL
#define PC_SOLDIER_GRENADE_INIT_1 4
#define PC_SOLDIER_GRENADE_INIT_2 1
#define PC_SOLDIER_TF_ITEMS 0
// Class Details for DEMOLITION MAN
#define PC_DEMOMAN_SKIN 1
#define PC_DEMOMAN_MAXHEALTH 90
#define PC_DEMOMAN_MAXSPEED 280
#define PC_DEMOMAN_MAXSTRAFESPEED 280
#define PC_DEMOMAN_MAXARMOR 120
#define PC_DEMOMAN_INITARMOR 50
#define PC_DEMOMAN_MAXARMORTYPE 0.6
#define PC_DEMOMAN_INITARMORTYPE 0.6
#define PC_DEMOMAN_ARMORCLASSES 31 // ALL
#define PC_DEMOMAN_INITARMORCLASS 0 //4 // AT_SAVEEXPLOSION
#define PC_DEMOMAN_WEAPONS WEAP_AXE | WEAP_SHOTGUN | WEAP_GRENADE_LAUNCHER | WEAP_DETPACK
#define PC_DEMOMAN_MAXAMMO_SHOT 75
#define PC_DEMOMAN_MAXAMMO_NAIL 50
#define PC_DEMOMAN_MAXAMMO_CELL 50
#define PC_DEMOMAN_MAXAMMO_ROCKET 50
#define PC_DEMOMAN_MAXAMMO_DETPACK 1
#define PC_DEMOMAN_INITAMMO_SHOT 30
#define PC_DEMOMAN_INITAMMO_NAIL 0
#define PC_DEMOMAN_INITAMMO_CELL 0
#define PC_DEMOMAN_INITAMMO_ROCKET 20
#define PC_DEMOMAN_INITAMMO_DETPACK 1
#define PC_DEMOMAN_GRENADE_TYPE_1 GR_TYPE_NORMAL
#define PC_DEMOMAN_GRENADE_TYPE_2 GR_TYPE_MIRV
#define PC_DEMOMAN_GRENADE_INIT_1 4
#define PC_DEMOMAN_GRENADE_INIT_2 4
#define PC_DEMOMAN_TF_ITEMS 0
// Class Details for COMBAT MEDIC
#define PC_MEDIC_SKIN 3
#define PC_MEDIC_MAXHEALTH 90
#define PC_MEDIC_MAXSPEED 320
#define PC_MEDIC_MAXSTRAFESPEED 320
#define PC_MEDIC_MAXARMOR 100
#define PC_MEDIC_INITARMOR 50
#define PC_MEDIC_MAXARMORTYPE 0.6
#define PC_MEDIC_INITARMORTYPE 0.3
#define PC_MEDIC_ARMORCLASSES 11 // ALL except EXPLOSION
#define PC_MEDIC_INITARMORCLASS 0
#define PC_MEDIC_WEAPONS WEAP_MEDIKIT | WEAP_SHOTGUN | WEAP_SUPER_SHOTGUN | WEAP_SUPER_NAILGUN
#define PC_MEDIC_MAXAMMO_SHOT 75
#define PC_MEDIC_MAXAMMO_NAIL 150
#define PC_MEDIC_MAXAMMO_CELL 100
#define PC_MEDIC_MAXAMMO_ROCKET 25
#define PC_MEDIC_MAXAMMO_MEDIKIT 100
#define PC_MEDIC_INITAMMO_SHOT 50
#define PC_MEDIC_INITAMMO_NAIL 50
#define PC_MEDIC_INITAMMO_CELL 0
#define PC_MEDIC_INITAMMO_ROCKET 0
#define PC_MEDIC_INITAMMO_MEDIKIT 50
#define PC_MEDIC_GRENADE_TYPE_1 GR_TYPE_NORMAL
#define PC_MEDIC_GRENADE_TYPE_2 GR_TYPE_CONCUSSION
#define PC_MEDIC_GRENADE_INIT_1 3
#define PC_MEDIC_GRENADE_INIT_2 2
#define PC_MEDIC_TF_ITEMS 0
#define PC_MEDIC_REGEN_TIME 3 // Number of seconds between each regen.
#define PC_MEDIC_REGEN_AMOUNT 2 // Amount of health regenerated each regen.
#define PC_MEDIC_AURA_HEAL_TIME 1 // Number of seconds between each aura heal.
#define PC_MEDIC_AURA_HEAL_AMOUNT 5 // Amount of health given per aura heal.
#define PC_MEDIC_AURA_RANGE 120 // The aura's range
#define PC_MEDIC_CELL_REGEN_TIME 1 // Number of seconds between each cell regen.
#define PC_MEDIC_CELL_REGEN_AMOUNT 10 // Amount of cells regenerated each cell regen.
#define PC_MEDIC_CELL_REGEN_CD 5 // Seconds to cooldown cell regeneration after healing with medikit.
#define PC_MEDIC_SAVEME_GRACE 5 // Seconds after which /saveme gives grace period to medikit (no cell regeneration cooldown)
// Class Details for HVYWEAP
#define PC_HVYWEAP_SKIN 2
#define PC_HVYWEAP_MAXHEALTH 100
#define PC_HVYWEAP_MAXSPEED 230
#define PC_HVYWEAP_MAXSTRAFESPEED 230
#define PC_HVYWEAP_MAXARMOR 300
#define PC_HVYWEAP_INITARMOR 150
#define PC_HVYWEAP_MAXARMORTYPE 0.8
#define PC_HVYWEAP_INITARMORTYPE 0.8
#define PC_HVYWEAP_ARMORCLASSES 31 // ALL
#define PC_HVYWEAP_INITARMORCLASS 0
#define PC_HVYWEAP_WEAPONS WEAP_ASSAULT_CANNON | WEAP_AXE | WEAP_SHOTGUN | WEAP_SUPER_SHOTGUN
#define PC_HVYWEAP_MAXAMMO_SHOT 200
#define PC_HVYWEAP_MAXAMMO_NAIL 200
#define PC_HVYWEAP_MAXAMMO_CELL 50
#define PC_HVYWEAP_MAXAMMO_ROCKET 25
#define PC_HVYWEAP_INITAMMO_SHOT 200
#define PC_HVYWEAP_INITAMMO_NAIL 0
#define PC_HVYWEAP_INITAMMO_CELL 30
#define PC_HVYWEAP_INITAMMO_ROCKET 0
#define PC_HVYWEAP_GRENADE_TYPE_1 GR_TYPE_NORMAL
#define PC_HVYWEAP_GRENADE_TYPE_2 GR_TYPE_MIRV
#define PC_HVYWEAP_GRENADE_INIT_1 4
#define PC_HVYWEAP_GRENADE_INIT_2 1
#define PC_HVYWEAP_TF_ITEMS 0
// Class Details for PYRO
#define PC_PYRO_SKIN 21
#define PC_PYRO_MAXHEALTH 100
#define PC_PYRO_MAXSPEED 300
#define PC_PYRO_MAXSTRAFESPEED 300
#define PC_PYRO_MAXARMOR 150
#define PC_PYRO_INITARMOR 50
#define PC_PYRO_MAXARMORTYPE 0.6
#define PC_PYRO_INITARMORTYPE 0.6
#define PC_PYRO_ARMORCLASSES 27 // ALL except EXPLOSION
#define PC_PYRO_INITARMORCLASS 16 // AT_SAVEFIRE
#define PC_PYRO_WEAPONS WEAP_INCENDIARY | WEAP_FLAMETHROWER | WEAP_AXE | WEAP_SHOTGUN
#define PC_PYRO_MAXAMMO_SHOT 40
#define PC_PYRO_MAXAMMO_NAIL 50
#define PC_PYRO_MAXAMMO_CELL 200
#define PC_PYRO_MAXAMMO_ROCKET 60
#define PC_PYRO_INITAMMO_SHOT 20
#define PC_PYRO_INITAMMO_NAIL 0
#define PC_PYRO_INITAMMO_CELL 120
#define PC_PYRO_INITAMMO_ROCKET 15
#define PC_PYRO_GRENADE_TYPE_1 GR_TYPE_NORMAL
#define PC_PYRO_GRENADE_TYPE_2 GR_TYPE_NAPALM
#define PC_PYRO_GRENADE_INIT_1 1
#define PC_PYRO_GRENADE_INIT_2 4
#define PC_PYRO_TF_ITEMS 0
// Class Details for SPY
#define PC_SPY_SKIN 22
#define PC_SPY_MAXHEALTH 90
#define PC_SPY_MAXSPEED 300
#define PC_SPY_MAXSTRAFESPEED 300
#define PC_SPY_MAXARMOR 100
#define PC_SPY_INITARMOR 25
#define PC_SPY_MAXARMORTYPE 0.6
#define PC_SPY_INITARMORTYPE 0.6
#define PC_SPY_ARMORCLASSES 27 // ALL except EXPLOSION
#define PC_SPY_INITARMORCLASS 0
#define PC_SPY_WEAPONS WEAP_AXE | WEAP_TRANQ | WEAP_SUPER_SHOTGUN | WEAP_NAILGUN
#define PC_SPY_MAXAMMO_SHOT 40
#define PC_SPY_MAXAMMO_NAIL 100
#define PC_SPY_MAXAMMO_CELL 30
#define PC_SPY_MAXAMMO_ROCKET 15
#define PC_SPY_INITAMMO_SHOT 40
#define PC_SPY_INITAMMO_NAIL 50
#define PC_SPY_INITAMMO_CELL 10
#define PC_SPY_INITAMMO_ROCKET 0
#define PC_SPY_GRENADE_TYPE_1 GR_TYPE_NORMAL
#define PC_SPY_GRENADE_TYPE_2 GR_TYPE_GAS
#define PC_SPY_GRENADE_INIT_1 2
#define PC_SPY_GRENADE_INIT_2 2
#define PC_SPY_TF_ITEMS 0
#define PC_SPY_CELL_REGEN_TIME 5
#define PC_SPY_CELL_REGEN_AMOUNT 1