• Adding Custom Weapons into Hammer
    12 replies, posted
(Note: Second time re-write after I followed a link on this tab. Now i'm miffed). Hey everyone. There's this problem which I've been stuck on for the last few hours and I REALLY need some help on it. I'm trying to put in a custom weapon in my mod (I haven't got the authors permission, but it's for my personal use at the moment) but when I followed this totorial ([url]http://developer.valvesoftware.com/wiki/Adding_weapons[/url]) it hasn't worked! Here's what I did: In my C:\Half-Life - New Rise\hlnr\src\cl_dll\hl2_hud\c_weapon__stubs_hl2.cpp file, under line 27 (which should say: #ifndef HL2MP), I put: STUB_WEAPON_CLASS( weapon_smg2, WeaponSMG2, CHLSelectFireMachineGun ); --------- In my C:\Program Files\Steam\steamapps\SourceMods\half-life-newrise\scripts\weapon_smg2.txt file, I renamed most things that were SMG1 to>> SMG2 (I also changed the v_model and w_model directorys as well). --------- In my C:\Half-Life - New Rise\hlnr\src\game_shared\hl2\hl2_gamerules.cpp file, under line 1686 (there were tabs), I put: def.AddAmmoType("SMG2",DMG_BULLET,TRACER_LINE_AND_WHIZ,"sk_plr_dmg_smg2","sk_npc_dmg_smg2","sk_max_smg2",BULLET_IMPULSE(200, 1225), 0 ); --------- In my C:\Half-Life - New Rise\hlnr\src\game_shared\hl2mp\weapon_smg2.cpp file, I rename EVERYTHING to SMG2 (APART from the animations). --------- In my EP1 halflife2.fgd (I think anyone who understands me here will know where the fgd is...), under line 3565, I put: @PointClass base(Weapon) studio("models/weapons/w_smg2.mdl") = weapon_SMG2 : "SMG2" [] --------- In my C:\Half-Life - New Rise\hlnr\src\game_shared\hl2mp\hl2mp_gamerules.cpp file, under line 922 (there were tabs), I put: def.AddAmmoType("SMG2",DMG_BULLET,TRACER_LINE_AND_WHIZ,0,0,225,BULLET_IMPULSE(200, 1225),0 ); --------- In my C:\Program Files\Steam\steamapps\SourceMods\half-life-newrise\resource\hl2_english.txt file, under line 42 (there were tabs), I put: "HL2_SMG2""SMG-SILENCED\n(SUBMACHINE GUN WITH SILENCER)" --------- I put all my worldmodels (and viewmodels) in: mymod\models\weapons I put all my VIEWmodel materials in: mymod\materials\models\weapons\v_smg2 I put all my WORLDmodel materials in: mymod\materials\models\weapons\w_smg2 I put all my sounds in: mymod\sound\weapons\smg2 Please help me. I'm actually quite upset about this. My mod weaponry is kinda becoming a fail and it's also a de-motivator to carry it on. :( Link to weapon I'm using: [url]http://www.garrysmod.org/downloads/?a=view&id=72192[/url] Thanks if you helped.
How does it not work? Any errors in the console?
Compiling console? No. It dosen't even show up on the entities list.
Anything in the game console?
-snip-
No. No errors appear. It just dosen't show in the entities list. If it makes things any easier, cause I need help with this too, how do I replace weapons in HL2 and such? Also (if you can) try to help with my problem above. [editline]09:19PM[/editline] After another hour of working at it, I still can't get it to work. *sad face* I'll post my files, maybe that'll help (IF I SHOULDN'T OF DONE THIS PLEASE MAY A MODERATOR REMOVE THIS REPLY): c_weapon__stubs_hl2.cpp:------------------------------------------------------------------------------------ //========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "c_weapon__stubs.h" #include "basehlcombatweapon_shared.h" #include "c_basehlcombatweapon.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" STUB_WEAPON_CLASS( cycler_weapon, WeaponCycler, C_BaseCombatWeapon ); STUB_WEAPON_CLASS( weapon_binoculars, WeaponBinoculars, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_bugbait, WeaponBugBait, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_flaregun, Flaregun, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_annabelle, WeaponAnnabelle, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_gauss, WeaponGaussGun, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_cubemap, WeaponCubemap, C_BaseCombatWeapon ); STUB_WEAPON_CLASS( weapon_alyxgun, WeaponAlyxGun, C_HLSelectFireMachineGun ); STUB_WEAPON_CLASS( weapon_citizenpackage, WeaponCitizenPackage, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_citizensuitcase, WeaponCitizenSuitcase, C_WeaponCitizenPackage ); #ifndef HL2MP STUB_WEAPON_CLASS( weapon_SMG2, WeaponSMG2, CHLSelectFireMachineGun ); STUB_WEAPON_CLASS( weapon_ar2, WeaponAR2, C_HLMachineGun ); STUB_WEAPON_CLASS( weapon_frag, WeaponFrag, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_rpg, WeaponRPG, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_pistol, WeaponPistol, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_shotgun, WeaponShotgun, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_smg1, WeaponSMG1, C_HLSelectFireMachineGun ); STUB_WEAPON_CLASS( weapon_357, Weapon357, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_crossbow, WeaponCrossbow, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_slam, Weapon_SLAM, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_crowbar, WeaponCrowbar, C_BaseHLBludgeonWeapon ); #ifdef HL2_EPISODIC STUB_WEAPON_CLASS( weapon_hopwire, WeaponHopwire, C_BaseHLCombatWeapon ); #endif #ifdef HL2_LOSTCOAST STUB_WEAPON_CLASS( weapon_oldmanharpoon, WeaponOldManHarpoon, C_WeaponCitizenPackage ); #endif #endif ----------------END OF cpp------------------- weapon_smg2.txt:-------------------------------------------------------------------------------------------------- // Small Machine Gun 2 with SILENCER!!! :D WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_SMG2" "viewmodel" "models/weapons/v_smg2.mdl" "playermodel" "models/weapons/w_smg2.mdl" //FIXME: "anim_prefix" "smg2" "bucket" "2" "bucket_position" "3" "clip_size" "60" "clip2_size" "-1" "default_clip" "60" "default_clip2" "-1" "primary_ammo" "SMG1" "secondary_ammo" "SMG1_Grenade" "weight" "3" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_SMG2.Reload" "reload_npc" "Weapon_SMG2.NPC_Reload" "empty" "Weapon_SMG2.Empty" "single_shot" "Weapon_SMG2.Single" "single_shot_npc" "Weapon_SMG2.NPC_Single" "special1" "Weapon_SMG2.Special1" "special2" "Weapon_SMG2.Special2" "double_shot" "Weapon_SMG2.Double" "burst" "Weapon_SMG2.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "a" } "weapon_s" { "font" "WeaponIconsSelected" "character" "a" } "ammo" { "font" "WeaponIcons" "character" "r" } "ammo2" { "font" "WeaponIcons" "character" "t" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } } ------------------END OF txt-------------------- hl2_gamerules.cpp:------------------------------------------------------------------------------------------------- //========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: The Half-Life 2 game rules, such as the relationship tables and ammo // damage cvars. // // $NoKeywords: $ //=============================================================================// #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); #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 ); #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; #ifndef HL2MP class CVoiceGameMgrHelper : public IVoiceGameMgrHelper { public: virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker ) { 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(const char *pcmd, CBaseEntity *pEdict ) { if( BaseClass::ClientCommand(pcmd, pEdict) ) return true; CHL2_Player *pPlayer = (CHL2_Player *) pEdict; if ( pPlayer->ClientCommand( pcmd ) ) 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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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); CBaseCom
WHOA Please wrap that in [code][ code] [/ code][/code] boxes without the space So it looks like [code]c_weapon__stubs_hl2.cpp:------------------------------------------------------------------------------------ //========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "c_weapon__stubs.h" #include "basehlcombatweapon_shared.h" #include "c_basehlcombatweapon.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" STUB_WEAPON_CLASS( cycler_weapon, WeaponCycler, C_BaseCombatWeapon ); STUB_WEAPON_CLASS( weapon_binoculars, WeaponBinoculars, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_bugbait, WeaponBugBait, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_flaregun, Flaregun, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_annabelle, WeaponAnnabelle, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_gauss, WeaponGaussGun, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_cubemap, WeaponCubemap, C_BaseCombatWeapon ); STUB_WEAPON_CLASS( weapon_alyxgun, WeaponAlyxGun, C_HLSelectFireMachineGun ); STUB_WEAPON_CLASS( weapon_citizenpackage, WeaponCitizenPackage, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_citizensuitcase, WeaponCitizenSuitcase, C_WeaponCitizenPackage ); #ifndef HL2MP STUB_WEAPON_CLASS( weapon_SMG2, WeaponSMG2, CHLSelectFireMachineGun ); STUB_WEAPON_CLASS( weapon_ar2, WeaponAR2, C_HLMachineGun ); STUB_WEAPON_CLASS( weapon_frag, WeaponFrag, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_rpg, WeaponRPG, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_pistol, WeaponPistol, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_shotgun, WeaponShotgun, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_smg1, WeaponSMG1, C_HLSelectFireMachineGun ); STUB_WEAPON_CLASS( weapon_357, Weapon357, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_crossbow, WeaponCrossbow, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_slam, Weapon_SLAM, C_BaseHLCombatWeapon ); STUB_WEAPON_CLASS( weapon_crowbar, WeaponCrowbar, C_BaseHLBludgeonWeapon ); #ifdef HL2_EPISODIC STUB_WEAPON_CLASS( weapon_hopwire, WeaponHopwire, C_BaseHLCombatWeapon ); #endif #ifdef HL2_LOSTCOAST STUB_WEAPON_CLASS( weapon_oldmanharpoon, WeaponOldManHarpoon, C_WeaponCitizenPackage ); #endif #endif ----------------END OF cpp------------------- weapon_smg2.txt:-------------------------------------------------------------------------------------------------- // Small Machine Gun 2 with SILENCER!!! :D WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_SMG2" "viewmodel" "models/weapons/v_smg2.mdl" "playermodel" "models/weapons/w_smg2.mdl" //FIXME: "anim_prefix" "smg2" "bucket" "2" "bucket_position" "3" "clip_size" "60" "clip2_size" "-1" "default_clip" "60" "default_clip2" "-1" "primary_ammo" "SMG1" "secondary_ammo" "SMG1_Grenade" "weight" "3" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_SMG2.Reload" "reload_npc" "Weapon_SMG2.NPC_Reload" "empty" "Weapon_SMG2.Empty" "single_shot" "Weapon_SMG2.Single" "single_shot_npc" "Weapon_SMG2.NPC_Single" "special1" "Weapon_SMG2.Special1" "special2" "Weapon_SMG2.Special2" "double_shot" "Weapon_SMG2.Double" "burst" "Weapon_SMG2.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "a" } "weapon_s" { "font" "WeaponIconsSelected" "character" "a" } "ammo" { "font" "WeaponIcons" "character" "r" } "ammo2" { "font" "WeaponIcons" "character" "t" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } } ------------------END OF txt-------------------- hl2_gamerules.cpp:------------------------------------------------------------------------------------------------- //========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: The Half-Life 2 game rules, such as the relationship tables and ammo // damage cvars. // // $NoKeywords: $ //=============================================================================// #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); #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 ); #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; #ifndef HL2MP class CVoiceGameMgrHelper : public IVoiceGameMgrHelper { public: virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker ) { 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(const char *pcmd, CBaseEntity *pEdict ) { if( BaseClass::ClientCommand(pcmd, pEdict) ) return true; CHL2_Player *pPlayer = (CHL2_Player *) pEdict; if ( pPlayer->ClientCommand( pcmd ) ) 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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_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_CONSCRIPT, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_FLARE, D_NU, 0); CBaseCombatCharacter::SetDefaultRelationship(CLASS_PLAYER, CLASS_HEA
Did you add it to the FGD?
[QUOTE=Firegod522;18701772]WHOA Please wrap that in [code][ code] [/ code][/code] boxes without the space [/QUOTE] WHOA Please wrap that in [noparse][noparse][/noparse][/noparse] neat shit isnt it so it would be [noparse][code][/code][/noparse]
[QUOTE=GaryNuman;18711443]WHOA Please wrap that in [noparse][noparse][/noparse][/noparse] neat shit isnt it so it would be [noparse][code][/code][/noparse][/QUOTE] ah... the joy's of wrapping noparse tags around noparse tags... [noparse][noparse][noparse][/noparse][/noparse][/noparse] :smug:
Ok, It's meant to be wrapped. I get it. Can my problem please be answered? [editline]05:57PM[/editline] [QUOTE=HiddenMyst;18710262]Did you add it to the FGD?[/QUOTE] Yes, but when I added it to the fgd, and loaded hammer, it wasn't there. So I went back to look at the fgd, and the line of code I put in was gone! Hammer disagrees with my scripting somehow...
You didn't add it to the FGD. Type in the weapon's name manually and it should work.
[QUOTE=SnakeFace;18715370]You didn't add it to the FGD. Type in the weapon's name manually and it should work.[/QUOTE] I think I did, but it may not be in the FGD that I posted cause it was the reset one. This is what I put under line 3564: @PointClass base(Weapon) studio("models/weapons/w_smg2.mdl") = weapon_SMG2 : "SMG2" [] I have also tried: @PointClass base(Weapon) studio("models/weapons/w_smg2.mdl") = weapon_smg2 : "SMG2" [] Thats what you mean by manually putting it in right?
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