
global const bool EARNMETER_ENABLED = true
global const bool GRUNTCHATTER_ENABLED = false
global const bool BATTLECHATTER_ENABLED = true
global const bool FACTION_DIALOGUE_ENABLED = true
global const bool GRUNT_CHATTER_MP_ENABLED = true
global const bool SPECTRE_CHATTER_MP_ENABLED = true
global const bool ANTI_RODEO_SMOKE_ENABLED = true
global const bool HOLD_BUTTON_FOR_TITAN_EXECUTION = false
global const bool TITAN_EXECUTION_ATTACKER_IS_INVULNERABLE = true
global const bool TITAN_EXECUTION_GIVES_BATTERY = false

global const bool HAS_GAMEMODES = true // don't use this too much! I only added this to handle cl_main_hud, which is planned for a bigger refactor in the future
global const bool HAS_AI_SQUAD_LIMITS = true
global const bool HAS_EVAC = true
global const bool HAS_STATS = true
global const bool HAS_BOSS_AI = false

global const bool HAS_TITAN_EARNING = true
global const bool HAS_TITAN_WEAPON_SWAPPING = false
global const bool HAS_TITAN_TELEMETRY = false

global const asset EARN_METER_DATATABLE = $"datatable/earn_meter_mp.rpak"
global const bool ANTI_RODEO_MINIGAME_ENABLED = false
global const bool HAS_RODEO_HOLD_OPTION = true

global const bool HAS_WEAPON_PICKUP_HIGHLIGHT = true
global const bool HAS_AMMO_FULL_FLYOUT = false

global const bool HAS_THREAT_SCOPE_SLOT_LOCK = true

global const bool HAS_PANEL_HIGHLIGHT = false

global const bool HAS_CAPITAL_SHIP_SKYSHOW = false
global enum ePlayerStatType
{
	INT
	FLOAT
}

global struct PlayerStatData
{
	string statVar
	int statType
	string localizedUnlock
}

global struct ShGlobalsMP
{
	table<string, ChallengeData> challengeData
	table<int, ChallengeCategoryNames> challengeCategoryNames
	table<int, table<string, ChallengeData> > challengeDataByCategory
	table<string, table<string, table<string, PlayerStatData> > > playerStatVars
	table<int, string> challengeItemForCategory
	array<array<string> > dailyChallenges
	array<int> challengeWeaponCategories

	array<string> statsItemsList

}

global ShGlobalsMP shGlobalMP

global const bool THIRD_PERSON_KILL_REPLAY_ALWAYS = false
global const bool THIRD_PERSON_KILL_REPLAY_PROJECTILES = true
global const float THIRD_PERSON_KILL_REPLAY_PROJECTILES_MINTIME = 0.3

//------------------------------------------------------
// Bounty Hunt
//------------------------------------------------------

global const MODEL_ATTRITION_BANK = $"models/Robots/mobile_hardpoint/mobile_hardpoint.mdl"

//------------------------------------------------------
// CTF
//------------------------------------------------------

global const CTF_FLAG_MODEL = $"models/signs/flag_base_pole_ctf.mdl"
global const CTF_FLAG_BASE_MODEL = $"models/communication/flag_base.mdl"

//------------------------------------------------------
// Survivor
//------------------------------------------------------
global const asset SCAVENGE_BASE_MODEL = $"models/industrial/proto_sur_base.mdl"
global const asset ESCAPE_POD_MODEL = $"models/vehicle/escape_pod/escape_pod.mdl"

global const asset FFA_MODE_ICON = $"vgui/burncards/burncard_group_icon_weapons"
global const asset SST_MODE_ICON = $"vgui/burncards/burncard_group_icon_titan"

//------------------------------------------------------
// Bomb
//------------------------------------------------------
global const asset BOMB_MODEL = $"models/weapons/bullets/temp_triple_threat_projectile_large.mdl"

// move these to auto precache
global const TEAM_MIL_GRUNT_MODEL 			= $"models/humans/grunts/mlt_grunt_rifle.mdl"
global const TEAM_MIL_GRUNT_MODEL_LMG		= $"models/humans/grunts/mlt_grunt_lmg.mdl"
global const TEAM_MIL_GRUNT_MODEL_RIFLE		= $"models/humans/grunts/mlt_grunt_rifle.mdl"
global const TEAM_MIL_GRUNT_MODEL_ROCKET 	= $"models/humans/grunts/mlt_grunt_rifle.mdl"
global const TEAM_MIL_GRUNT_MODEL_SHOTGUN 	= $"models/humans/grunts/mlt_grunt_shotgun.mdl"
global const TEAM_MIL_GRUNT_MODEL_SMG		= $"models/humans/grunts/mlt_grunt_smg.mdl"

//-------------------------------------------------------
// Frontier Defense
//-------------------------------------------------------
global const MODEL_IMC_SHIELD_CAPTAIN = $"models/humans/grunts/imc_grunt_shield_captain.mdl"
global const MODEL_FRONTIER_DEFENSE_TURRET_SITE	= $"models/props/turret_base/turret_base.mdl"
global const MODEL_FRONTIER_DEFENSE_PORT = $"models/props/battery_port/battery_port_animated.mdl"
global const MODEL_FRONTIER_DEFENSE_FOUNDATION_PLATE = $"models/industrial/grate_mod.mdl"

//------------------------------------------------------
// AT COOP
//------------------------------------------------------
//Weapon lockers
global const ATCOOP_WEAPON_LOCKER = $"models/containers/pelican_case_large_IMC.mdl"
global const ATCOOP_WEAPON_LOCKER_OPEN = $"models/containers/pelican_case_IMC_open.mdl"
global const ATCOOP_GRENADE_LOCKER = $"models/containers/pelican_case_large.mdl"
global const ATCOOP_GRENADE_LOCKER_OPEN = $"models/containers/pelican_case_large_open.mdl"
