Retired FF Staff
Join Date: Dec 2004
Location: Lacey, WA
Posts Rated Helpful 0 Times
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Quote:
Originally Posted by photeknix
actually... if you mess around with the source tools and code, you will notice some references to "TF2".
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There's tons of little references to TF2 type stuff.
Code:
#if defined( TF2_CLIENT_DLL )
#include "ground_line.h"
#endif
Code:
// FIXME: This is not static because we needed to turn it off for TF2 playtests
ConVar r_DrawDetailProps( "r_DrawDetailProps", "1", FCVAR_CHEAT );
Code:
#if !defined( TF2_CLIENT_DLL )
WaterDrawWorldAndEntities( drawSkybox, view );
#else
DrawWorldAndEntities( drawSkybox, view );
#endif
Code:
// This is an overlay that goes over everything else
#if defined( TF2_CLIENT_DLL )
CGroundLine::DrawAllGroundLines();
#endif
There's a ton. Here, just do this (heh):
Quote:
Find all "TF2", Subfolders, Find Results 1, Entire Solution, "*.*"
C:\steam\steamapps\sourcemods\ff_code\game_shared\ activitylist.cpp(614):// TF2 Specific Activities
C:\steam\steamapps\sourcemods\ff_code\game_shared\ activitylist.cpp(631): // TF2
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(80):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(208):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(473):#if !defined( TF2_DLL ) && !defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(492):#if !defined( TF2_DLL ) && !defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(77): // Only support prediction in TF2 for now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(78):#if defined( TF2_DLL ) || defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(94):// Only supported in TF2 right now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(95):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ beam_shared.h(152):// Only supported in TF2 right now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ beam_shared.h(153):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eanimatingoverlay.cpp(378)://#define DEBUG_TF2_OVERLAYS
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eanimatingoverlay.cpp(379):#if defined( DEBUG_TF2_OVERLAYS )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eanimatingoverlay.cpp(388):#if defined( DEBUG_TF2_OVERLAYS )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas ecombatcharacter.cpp(65):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eentity.cpp(1074):// Only test this in tf2
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eentity.cpp(1075):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\clien tleafsystem.cpp(1198):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\fx_ex plosion.cpp(250): #ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\fx_ex plosion.cpp(304): #ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\fx_ex plosion.cpp(351):#ifndef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\fx_ex plosion.cpp(1052):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\game_shared\ gamemovement.cpp(3990):// Purpose: TF2 commander mode movement logic
C:\steam\steamapps\sourcemods\ff_code\cl_dll\in_ca mera.cpp(434):// Do allow third person in TF2 for now
C:\steam\steamapps\sourcemods\ff_code\cl_dll\in_ca mera.cpp(435):#if !defined( TF2_CLIENT_DLL ) && !defined( CSTRIKE_DLL )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\playe randobjectenumerator.cpp(12):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\playe randobjectenumerator.cpp(71):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\game_shared\ sharedInterface.h(20): // interface are in TF2, should probably move
C:\steam\steamapps\sourcemods\ff_code\game_shared\ sharedInterface.h(21): // to TF2/HL2 neutral territory
C:\steam\steamapps\sourcemods\ff_code\game_shared\ usercmd.cpp(16):// TF2 specific, need enough space for OBJ_LAST items from tf_shareddefs.h
C:\steam\steamapps\sourcemods\ff_code\cl_dll\vgui_ bitmappanel.cpp(15):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\vgui_ bitmappanel.cpp(153):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\vgui_ bitmappanel.cpp(167):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\view_ scene.cpp(18):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\view_ scene.cpp(87):// FIXME: This is not static because we needed to turn it off for TF2 playtests
C:\steam\steamapps\sourcemods\ff_code\cl_dll\view_ scene.cpp(1469):#if !defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\view_ scene.cpp(1484):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ ai_activity.h(455):// TF2 Specific Activities
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas ecombatcharacter.h(85):#ifdef TF2_CLIENT_DLL
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas ecombatcharacter.h(93): // TF2 Powerups
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eentity.h(843): // Sorry folks, here lies TF2-specific stuff that really has no other place to go
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eentity.h(952): // TF2 specific
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eplayer.h(143): // (and its appropriate left/right weapon if this is TF2).
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_bas eplayer.h(400): // HACK FOR TF2 Prediction
C:\steam\steamapps\sourcemods\ff_code\cl_dll\c_wea pon__stubs.h(17):// these will be removed once we predict all weapons, especially TF2 weapons
C:\steam\steamapps\sourcemods\ff_code\public\cdll_ int.h(252): // Get the current game directory ( e.g., hl2, tf2, cstrike, hl1 )
C:\steam\steamapps\sourcemods\ff_code\cl_dll\clien tmode_shared.h(34):// This class implements client mode functionality common to HL2 and TF2.
C:\steam\steamapps\sourcemods\ff_code\public\const .h(126): MOVETYPE_ISOMETRIC, // For players -- in TF2 commander view, etc.
C:\steam\steamapps\sourcemods\ff_code\public\const .h(334): // TF2, this filters out other players and CBaseObjects
C:\steam\steamapps\sourcemods\ff_code\game_shared\ effect_dispatch_data.h(49): // Some TF2 specific things
C:\steam\steamapps\sourcemods\ff_code\public\vgui\ IVGui.h(67): virtual void DPrintf2(const char *format, ...) = 0;
C:\steam\steamapps\sourcemods\ff_code\cl_dll\ivmod emanager.h(26): // HL2 will ignore, TF2 will change modes.
C:\steam\steamapps\sourcemods\ff_code\game_shared\ sharedInterface.h(20): // interface are in TF2, should probably move
C:\steam\steamapps\sourcemods\ff_code\game_shared\ sharedInterface.h(21): // to TF2/HL2 neutral territory
C:\steam\steamapps\sourcemods\ff_code\game_shared\ Sprite.h(224):// Only supported in TF2 right now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ Sprite.h(225):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ weapon_parse.h(122):// TF2 specific
C:\steam\steamapps\sourcemods\ff_code\cl_dll\weapo n_selection.h(21):// Purpose: Base class for tf2 & hl2 weapon selection hud elements
C:\steam\steamapps\sourcemods\ff_code\cl_dll\death .cpp(92):// It should be positioned by TF2/HL2 separately, and TF2 should position it according to the minimap position
C:\steam\steamapps\sourcemods\ff_code\cl_dll\ff\ff _in_main.cpp(3):// Purpose: TF2 specific input handling
C:\steam\steamapps\sourcemods\ff_code\game_shared\ ff\ff_gamerules.cpp(190): // Purpose: TF2 Specific Client Commands
C:\steam\steamapps\sourcemods\ff_code\game_shared\ activitylist.cpp(614):// TF2 Specific Activities
C:\steam\steamapps\sourcemods\ff_code\game_shared\ activitylist.cpp(631): // TF2
C:\steam\steamapps\sourcemods\ff_code\dlls\ai_acti vity.cpp(504):// TF2 Specific Activities
C:\steam\steamapps\sourcemods\ff_code\dlls\ai_acti vity.cpp(548): // TF2 object animations
C:\steam\steamapps\sourcemods\ff_code\game_shared\ ai_activity.h(455):// TF2 Specific Activities
C:\steam\steamapps\sourcemods\ff_code\dlls\ai_hint .h(86): // TF2 Hints
C:\steam\steamapps\sourcemods\ff_code\dlls\baseani mating.cpp(2111): // In TF2, certain base animating classes (gates, etc) can be mod_brush
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.cpp(55):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.cpp(139): // If it's a vehicle, send to "driver" (e.g., operator of tf2 manned guns)
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.cpp(169):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.cpp(2476): // code unnecessarily. We need TF2 specific rules for RadiusDamage, so I moved
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.h(18):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.h(324):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.h(327): // TF2 Powerups
C:\steam\steamapps\sourcemods\ff_code\dlls\basecom batcharacter.h(411):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\dlls\baseent ity.cpp(2902):/*#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\dlls\baseent ity.h(143):#elif defined( TF2_DLL )
C:\steam\steamapps\sourcemods\ff_code\dlls\baseent ity.h(1138): // Sorry folks, here lies TF2-specific stuff that really has no other place to go
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(80):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(208):#ifdef TF2_DLL
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(473):#if !defined( TF2_DLL ) && !defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.cpp(492):#if !defined( TF2_DLL ) && !defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(77): // Only support prediction in TF2 for now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(78):#if defined( TF2_DLL ) || defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(94):// Only supported in TF2 right now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ baseviewmodel_shared.h(95):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ beam_shared.h(152):// Only supported in TF2 right now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ beam_shared.h(153):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\public\eifac e.h(215): // Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
C:\steam\steamapps\sourcemods\ff_code\game_shared\ gamemovement.cpp(3990):// Purpose: TF2 commander mode movement logic
C:\steam\steamapps\sourcemods\ff_code\dlls\physics .cpp(465):#if defined( TF2_DLL )
C:\steam\steamapps\sourcemods\ff_code\dlls\player. h(63): // overwriting phys flags in the HL2 of TF2 player classes
C:\steam\steamapps\sourcemods\ff_code\dlls\player. h(847): // HACK FOR TF2 Prediction
C:\steam\steamapps\sourcemods\ff_code\game_shared\ Sprite.h(224):// Only supported in TF2 right now
C:\steam\steamapps\sourcemods\ff_code\game_shared\ Sprite.h(225):#if defined( TF2_CLIENT_DLL )
C:\steam\steamapps\sourcemods\ff_code\game_shared\ usercmd.cpp(16):// TF2 specific, need enough space for OBJ_LAST items from tf_shareddefs.h
C:\steam\steamapps\sourcemods\ff_code\game_shared\ weapon_parse.h(122):// TF2 specific
C:\steam\steamapps\sourcemods\ff_code\public\const .h(126): MOVETYPE_ISOMETRIC, // For players -- in TF2 commander view, etc.
C:\steam\steamapps\sourcemods\ff_code\public\const .h(334): // TF2, this filters out other players and CBaseObjects
C:\steam\steamapps\sourcemods\ff_code\game_shared\ effect_dispatch_data.h(49): // Some TF2 specific things
C:\steam\steamapps\sourcemods\ff_code\game_shared\ sharedInterface.h(20): // interface are in TF2, should probably move
C:\steam\steamapps\sourcemods\ff_code\game_shared\ sharedInterface.h(21): // to TF2/HL2 neutral territory
C:\steam\steamapps\sourcemods\ff_code\dlls\ff\ff_p layermove.cpp(24):// Sets up the move data for TF2
C:\steam\steamapps\sourcemods\ff_code\game_shared\ ff\ff_gamerules.cpp(190): // Purpose: TF2 Specific Client Commands
Total found: 106 Matching files: 58 Total files searched: 1947
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And I know some of you are seeing the "ff_" files and thinking things but they're just renamed from the SDK base.
__________________
Head of the Orca Revolution (TM)
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