//=============================================================================
// KF Globals
//=============================================================================
// Script include file loaded by ProcessGlobalInclude.  Not used often, but
// sometimes there aren't many options (e.g. sharing static array sizes)
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================

 /** Same as cpp */
`define NAME_NONE ''

/** Difficulty setting consts, don't want to use arbitrary numbers all over the place */
`define	DIFFICULTY_NORMAL		0.0
`define	DIFFICULTY_HARD 		1.0
`define	DIFFICULTY_SUICIDAL		2.0
`define	DIFFICULTY_HELLONEARTH	3.0

/** The maximum number of players allowed in a regular KF Game*/
`define KF_MAX_PLAYERS	6
`define KF_MAX_PLAYERS_VERSUS	12

/** The maximum number of skill tiers in each perk */
`define MAX_PERK_SKILLS 5

/** The maximum number of level available in each perk */
`define MAX_PERK_LEVEL	25

/** The maximum number of prestige level available in each perk */
`define MAX_PRESTIGE_LEVEL	5

/** The maximum number of simultaneous cosmetic attachments supported for a character */
`define MAX_COSMETIC_ATTACHMENTS 3
/** When the attachment mesh is none the value will be reflected at -1 */
`define CLEARED_ATTACHMENT_INDEX -1

/** Uncompression scale for PRI ping value used in every Unreal game */
`define PING_SCALE	4.f

`define IFX_NONE		0
`define IFX_LOW_HEALTH	200
`define IFX_NIGHTVISION	100

/** internal */
`define CheckDialogManager Role == ROLE_Authority && KFGameInfo(WorldInfo.Game) != none && KFGameInfo(WorldInfo.Game).DialogManager != none
`define CheckTraderDialogManager WorldInfo.NetMode != NM_DedicatedServer && KFGameReplicationInfo(WorldInfo.GRI) != none && KFGameReplicationInfo(WorldInfo.GRI).TraderDialogManager != none

/** Shortcut frequently used references */
`define GoreManager KFGoreManager(WorldInfo.MyGoreEffectManager)
`define LightPool KFLightPool(WorldInfo.MyLightPool)
`define DeferredWorkManager TWDeferredWorkManager(WorldInfo.DeferredWorkManager)
`define ImpactEffectManager KFImpactEffectManager(WorldInfo.MyImpactEffectManager)
`define DialogManager if( `CheckDialogManager ) KFGameInfo(WorldInfo.Game).DialogManager
`define TraderDialogManager if( `CheckTraderDialogManager ) KFGameReplicationInfo(WorldInfo.GRI).TraderDialogManager
`define TimerHelper class'WorldInfo'.static.GetWorldInfo().TimerHelper

/** This is a slick way to to do thing like:  TimeSince(LastFoo) < Delta  where the macro makes it a lot easier to read what the code is doing **/
`define RealTimeSince(Time)	 (WorldInfo.RealTimeSeconds - `Time)
/** This is used for classes which are object derived and do not have access to WorldInfo so we need to pass in the Actor to get a worldinfo **/
`define RealTimeSinceEx(Actor,Time)	 (`Actor.WorldInfo.RealTimeSeconds - `Time)

/** Helper function for the speedier FastTrace_PhysX */
`define FastTracePhysX(traceend,tracestart) class'KFGameEngine'.static.FastTrace_PhysX(`traceend, `tracestart)

/** Zed-time helper, halfway between normal time and full zedtime */
`define IsInZedTime(Actor) (`Actor.WorldInfo.TimeDilation < 1.f)
`define NotInZedTime(Actor) !`IsInZedTime(`Actor)

`define AnalyticsLog( arg ) if(WorldInfo.GRI != none && WorldInfo.GRI.GameClass.static.AllowAnalyticsLogging()) WorldInfo.TWLogEvent `arg
`define BalanceLog(tag,pri,text) if(class'KFGameInfo'.static.AllowBalanceLogging()) WorldInfo.LogGameBalance(`tag$","$`PRI.PlayerName$","$`text)

/** dev-only logs */
`if(`isdefined(ShippingPC))
`define QALog(text)
`else
`define QALog(text,cond) if(`cond) `log(GetFuncName()@`text,, 'QALog')
`endif

`define REMOVEMESOON_ServerTakeoverLog(text) `log("(TW TAKEOVER LOG)"@`text)
`define REMOVEMESOON_ZombieServerLog(text) `log("(TW ZOMBIE SERVER LOG)"@`text)
