/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2006 Tim Angus This file is part of Tremulous. Tremulous is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Tremulous is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Tremulous; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ /* * ALIEN weapons * * _REPEAT - time in msec until the weapon can be used again * _DMG - amount of damage the weapon does * * ALIEN_WDMG_MODIFIER - overall damage modifier for coarse tuning * */ #define ALIEN_WDMG_MODIFIER 1.0f #define ADM(d) ((int)((float)d*ALIEN_WDMG_MODIFIER)) #define ABUILDER_BUILD_REPEAT 500 #define ABUILDER_CLAW_DMG ADM(20) #define ABUILDER_CLAW_RANGE 64.0f #define ABUILDER_CLAW_WIDTH 4.0f #define ABUILDER_CLAW_REPEAT 1000 #define ABUILDER_CLAW_K_SCALE 1.0f #define ABUILDER_BASE_DELAY 17000 #define ABUILDER_ADV_DELAY 12000 #define ABUILDER_BLOB_DMG ADM(4) #define ABUILDER_BLOB_REPEAT 1000 #define ABUILDER_BLOB_SPEED 800.0f #define ABUILDER_BLOB_SPEED_MOD 0.5f #define ABUILDER_BLOB_TIME 5000 //ROTAXfun #define ABOMB_DMG ADM(50) #define ABOMB_SPLASH_DMG ADM(150) #define ABOMB_SPLASH_RADIUS 200 #define ABOMB_SPEED 200.0f #define ABOMB_REPEAT 1000 #define LEVEL0_BITE_DMG ADM(48) #define LEVEL0_BITE_RANGE 64.0f #define LEVEL0_BITE_WIDTH 6.0f #define LEVEL0_BITE_REPEAT 500 #define LEVEL0_BITE_K_SCALE 1.0f #define LEVEL1_CLAW_DMG ADM(32) #define LEVEL1_CLAW_RANGE 96.0f #define LEVEL1_CLAW_WIDTH 10.0f #define LEVEL1_CLAW_REPEAT 600 #define LEVEL1_CLAW_U_REPEAT 500 #define LEVEL1_CLAW_K_SCALE 1.0f #define LEVEL1_CLAW_U_K_SCALE 1.0f #define LEVEL1_GRAB_RANGE 64.0f #define LEVEL1_GRAB_TIME 300 #define LEVEL1_GRAB_U_TIME 450 #define LEVEL1_PCLOUD_DMG ADM(4) #define LEVEL1_PCLOUD_RANGE 200.0f #define LEVEL1_PCLOUD_REPEAT 2000 #define LEVEL1_PCLOUD_TIME 10000 #define LEVEL2_CLAW_DMG ADM(40) #define LEVEL2_CLAW_RANGE 96.0f #define LEVEL2_CLAW_WIDTH 12.0f #define LEVEL2_CLAW_REPEAT 500 #define LEVEL2_CLAW_K_SCALE 1.0f #define LEVEL2_CLAW_U_REPEAT 400 #define LEVEL2_CLAW_U_K_SCALE 1.0f #define LEVEL2_AREAZAP_DMG ADM(80) #define LEVEL2_AREAZAP_RANGE 200.0f #define LEVEL2_AREAZAP_WIDTH 15.0f #define LEVEL2_AREAZAP_REPEAT 1500 #define LEVEL2_AREAZAP_TIME 1000 #define LEVEL2_AREAZAP_MAX_TARGETS 3 #define LEVEL2_WALLJUMP_MAXSPEED 1000.0f #define LEVEL3_CLAW_DMG ADM(80) #define LEVEL3_CLAW_RANGE 96.0f #define LEVEL3_CLAW_WIDTH 16.0f #define LEVEL3_CLAW_REPEAT 700 #define LEVEL3_CLAW_K_SCALE 1.0f #define LEVEL3_CLAW_U_REPEAT 600 #define LEVEL3_CLAW_U_K_SCALE 1.0f #define LEVEL3_POUNCE_DMG ADM(100) #define LEVEL3_POUNCE_RANGE 72.0f #define LEVEL3_POUNCE_WIDTH 16.0f #define LEVEL3_POUNCE_SPEED 700 #define LEVEL3_POUNCE_UPG_SPEED 800 #define LEVEL3_POUNCE_SPEED_MOD 0.75f #define LEVEL3_POUNCE_CHARGE_TIME 700 #define LEVEL3_POUNCE_TIME 400 #define LEVEL3_BOUNCEBALL_DMG ADM(110) #define LEVEL3_BOUNCEBALL_REPEAT 1000 #define LEVEL3_BOUNCEBALL_SPEED 1000.0f #define LEVEL4_CLAW_DMG ADM(100) #define LEVEL4_CLAW_RANGE 128.0f #define LEVEL4_CLAW_WIDTH 20.0f #define LEVEL4_CLAW_REPEAT 750 #define LEVEL4_CLAW_K_SCALE 1.0f #define LEVEL4_REGEN_RANGE 200.0f #define LEVEL4_REGEN_MOD 2.0f #define LEVEL4_CHARGE_SPEED 2.0f #define LEVEL4_CHARGE_TIME 3000 #define LEVEL4_CHARGE_CHARGE_TIME 1500 #define LEVEL4_MIN_CHARGE_TIME 750 #define LEVEL4_CHARGE_CHARGE_RATIO (LEVEL4_CHARGE_TIME/LEVEL4_CHARGE_CHARGE_TIME) #define LEVEL4_CHARGE_REPEAT 1000 #define LEVEL4_CHARGE_DMG ADM(110) /* * ALIEN classes * * _SPEED - fraction of Q3A run speed the class can move * _REGEN - health per second regained * * ALIEN_HLTH_MODIFIER - overall health modifier for coarse tuning * */ #define ALIEN_HLTH_MODIFIER 1.0f #define AHM(h) ((int)((float)h*ALIEN_HLTH_MODIFIER)) #define ALIEN_VALUE_MODIFIER 1.0f #define AVM(h) ((int)((float)h*ALIEN_VALUE_MODIFIER)) #define ABUILDER_SPEED 0.8f #define ABUILDER_VALUE AVM(200) #define ABUILDER_HEALTH AHM(50) #define ABUILDER_REGEN 2 #define ABUILDER_COST 0 #define ABUILDER_UPG_SPEED 1.0f #define ABUILDER_UPG_VALUE AVM(250) #define ABUILDER_UPG_HEALTH AHM(75) #define ABUILDER_UPG_REGEN 3 #define ABUILDER_UPG_COST 0 #define LEVEL0_SPEED 1.3f #define LEVEL0_VALUE AVM(175) #define LEVEL0_HEALTH AHM(25) #define LEVEL0_REGEN 1 #define LEVEL0_COST 0 #define LEVEL1_SPEED 1.25f #define LEVEL1_VALUE AVM(225) #define LEVEL1_HEALTH AHM(75) #define LEVEL1_REGEN 2 #define LEVEL1_COST 1 #define LEVEL1_UPG_SPEED 1.25f #define LEVEL1_UPG_VALUE AVM(275) #define LEVEL1_UPG_HEALTH AHM(100) #define LEVEL1_UPG_REGEN 3 #define LEVEL1_UPG_COST 1 #define LEVEL2_SPEED 1.2f #define LEVEL2_VALUE AVM(350) #define LEVEL2_HEALTH AHM(150) #define LEVEL2_REGEN 4 #define LEVEL2_COST 1 #define LEVEL2_UPG_SPEED 1.2f #define LEVEL2_UPG_VALUE AVM(450) #define LEVEL2_UPG_HEALTH AHM(175) #define LEVEL2_UPG_REGEN 5 #define LEVEL2_UPG_COST 1 #define LEVEL3_SPEED 1.1f #define LEVEL3_VALUE AVM(500) #define LEVEL3_HEALTH AHM(200) #define LEVEL3_REGEN 6 #define LEVEL3_COST 1 #define LEVEL3_UPG_SPEED 1.1f #define LEVEL3_UPG_VALUE AVM(600) #define LEVEL3_UPG_HEALTH AHM(250) #define LEVEL3_UPG_REGEN 7 #define LEVEL3_UPG_COST 1 #define LEVEL4_SPEED 1.2f #define LEVEL4_VALUE AVM(800) #define LEVEL4_HEALTH AHM(400) #define LEVEL4_REGEN 6//ROTAX 7 #define LEVEL4_COST 2 /* * ALIEN buildables * * _BP - build points required for this buildable * _BT - build time required for this buildable * _REGEN - the amount of health per second regained * _SPLASHDAMGE - the amount of damage caused by this buildable when melting * _SPLASHRADIUS - the radius around which it does this damage * * CREEP_BASESIZE - the maximum distance a buildable can be from an egg/overmind * ALIEN_BHLTH_MODIFIER - overall health modifier for coarse tuning * */ #define ALIEN_BHLTH_MODIFIER 1.0f #define ABHM(h) ((int)((float)h*ALIEN_BHLTH_MODIFIER)) #define CREEP_BASESIZE 700 #define CREEP_TIMEOUT 1000 #define CREEP_MODIFIER 0.5f #define CREEP_ARMOUR_MODIFIER 0.75f #define CREEP_SCALEDOWN_TIME 3000 #define ASPAWN_BP 10 #define ASPAWN_BT 15000 #define ASPAWN_HEALTH ABHM(250) #define ASPAWN_REGEN 8 #define ASPAWN_SPLASHDAMAGE 50 #define ASPAWN_SPLASHRADIUS 50 #define ASPAWN_CREEPSIZE 120 #define ASPAWN_VALUE 150 #define BARRICADE_BP 10 #define BARRICADE_BT 20000 #define BARRICADE_HEALTH ABHM(200) #define BARRICADE_REGEN 14 #define BARRICADE_SPLASHDAMAGE 50 #define BARRICADE_SPLASHRADIUS 50 #define BARRICADE_CREEPSIZE 120 #define BOOSTER_BP 12 #define BOOSTER_BT 15000 #define BOOSTER_HEALTH ABHM(150) #define BOOSTER_REGEN 8 #define BOOSTER_SPLASHDAMAGE 50 #define BOOSTER_SPLASHRADIUS 50 #define BOOSTER_CREEPSIZE 120 #define BOOSTER_INTERVAL 30000 //time in msec between uses (per player) #define BOOSTER_REGEN_MOD 2.0f #define BOOST_TIME 30000 #define ACIDTUBE_BP 8 #define ACIDTUBE_BT 15000 #define ACIDTUBE_HEALTH ABHM(125) #define ACIDTUBE_REGEN 10 #define ACIDTUBE_SPLASHDAMAGE 6 #define ACIDTUBE_SPLASHRADIUS 300 #define ACIDTUBE_CREEPSIZE 120 #define ACIDTUBE_RANGE 300.0f #define ACIDTUBE_REPEAT 3000 #define ACIDTUBE_K_SCALE 1.0f #define HIVE_BP 12 #define HIVE_BT 20000 #define HIVE_HEALTH ABHM(125) #define HIVE_REGEN 10 #define HIVE_SPLASHDAMAGE 30 #define HIVE_SPLASHRADIUS 200 #define HIVE_CREEPSIZE 120 #define HIVE_RANGE 400.0f #define HIVE_REPEAT 5000 #define HIVE_K_SCALE 1.0f #define HIVE_DMG 50 #define HIVE_SPEED 240.0f #define HIVE_DIR_CHANGE_PERIOD 500 #define TRAPPER_BP 8 #define TRAPPER_BT 12000 #define TRAPPER_HEALTH ABHM(50) #define TRAPPER_REGEN 6 #define TRAPPER_SPLASHDAMAGE 15 #define TRAPPER_SPLASHRADIUS 100 #define TRAPPER_CREEPSIZE 30 #define TRAPPER_RANGE 400 #define TRAPPER_REPEAT 1000 #define TRAPPER_K_SCALE 1.0f #define LOCKBLOB_SPEED 650.0f #define LOCKBLOB_LOCKTIME 5000 #define LOCKBLOB_DOT 0.85f // max angle = acos( LOCKBLOB_DOT ) #define LOCKBLOB_K_SCALE 1.0f #define OVERMIND_BP 0 #define OVERMIND_BT 30000 #define OVERMIND_HEALTH ABHM(750) #define OVERMIND_REGEN 6 #define OVERMIND_SPLASHDAMAGE 15 #define OVERMIND_SPLASHRADIUS 300 #define OVERMIND_CREEPSIZE 120 #define OVERMIND_ATTACK_RANGE 150.0f #define OVERMIND_ATTACK_REPEAT 1000 #define OVERMIND_VALUE 300 #define HOVEL_BP 0 #define HOVEL_BT 15000 #define HOVEL_HEALTH ABHM(375) #define HOVEL_REGEN 20 #define HOVEL_SPLASHDAMAGE 20 #define HOVEL_SPLASHRADIUS 200 #define HOVEL_CREEPSIZE 120 //ROTAX #define FLAGA_BP 1 #define FLAGA_BT 8000 #define FLAGA_HEALTH ABHM(150) #define FLAGA_REGEN 10 #define FLAGA_SPLASHDAMAGE 5 #define FLAGA_SPLASHRADIUS 100 #define FLAGA_CREEPSIZE 10 #define BAMBOO_BP 1 #define BAMBOO_BT 8000 #define BAMBOO_HEALTH ABHM(250) #define BAMBOO_REGEN 10 #define BAMBOO_SPLASHDAMAGE 5 #define BAMBOO_SPLASHRADIUS 100 #define BAMBOO_CREEPSIZE 10 #define BRICKA_BP 1 #define BRICKA_BT 5000 #define BRICKA_HEALTH ABHM(150) #define BRICKA_REGEN 10 #define BRICKA_SPLASHDAMAGE 5 #define BRICKA_SPLASHRADIUS 50 #define BRICKA_CREEPSIZE 10 #define BRIDGE_BP 1 #define BRIDGE_BT 10000 #define BRIDGE_HEALTH ABHM(250) #define BRIDGE_REGEN 10 #define BRIDGE_SPLASHDAMAGE 10 #define BRIDGE_SPLASHRADIUS 100 #define BRIDGE_CREEPSIZE 30 #define ROCK_BP 1 #define ROCK_BT 10000 #define ROCK_HEALTH ABHM(350) #define ROCK_REGEN 10 #define ROCK_SPLASHDAMAGE 5 #define ROCK_SPLASHRADIUS 100 #define ROCK_CREEPSIZE 10 #define BUSH_BP 1 #define BUSH_BT 8000 #define BUSH_HEALTH ABHM(125) #define BUSH_REGEN 10 #define BUSH_SPLASHDAMAGE 100 #define BUSH_SPLASHRADIUS 100 #define BUSH_CREEPSIZE 30 #define FLOWER_BP 1 #define FLOWER_BT 7000 #define FLOWER_HEALTH ABHM(50) #define FLOWER_REGEN 5 #define FLOWER_SPLASHDAMAGE 5 #define FLOWER_SPLASHRADIUS 100 #define FLOWER_CREEPSIZE 5 #define GRASS_BP 1 #define GRASS_BT 7000 #define GRASS_HEALTH ABHM(50) #define GRASS_REGEN 5 #define GRASS_SPLASHDAMAGE 5 #define GRASS_SPLASHRADIUS 100 #define GRASS_CREEPSIZE 5 #define TREE_BP 20 #define TREE_BT 30000 #define TREE_HEALTH ABHM(999) #define TREE_REGEN 5 #define TREE_SPLASHDAMAGE 0 #define TREE_SPLASHRADIUS 0 #define TREE_CREEPSIZE 60 #define JUMPPAD_BP 5 #define JUMPPAD_BT 9000 #define JUMPPAD_HEALTH ABHM(260) #define JUMPPAD_REGEN 12 #define JUMPPAD_SPLASHDAMAGE 5 #define JUMPPAD_SPLASHRADIUS 100 #define JUMPPAD_CREEPSIZE 30 /* * ALIEN misc * * ALIENSENSE_RANGE - the distance alien sense is useful for * */ #define ALIENSENSE_RANGE 1000.0f #define ALIEN_POISON_TIME 5000 #define ALIEN_POISON_DMG 5 #define ALIEN_POISON_DIVIDER (1.0f/1.32f) //about 1.0/(time`th root of damage) #define ALIEN_SPAWN_REPEAT_TIME 10000 #define ALIEN_REGEN_DAMAGE_TIME 2000 //msec since damage that regen starts again /* * HUMAN weapons * * _REPEAT - time between firings * _RELOAD - time needed to reload * _PRICE - amount in credits weapon costs * * HUMAN_WDMG_MODIFIER - overall damage modifier for coarse tuning * */ #define HUMAN_WDMG_MODIFIER 1.0f #define HDM(d) ((int)((float)d*HUMAN_WDMG_MODIFIER)) #define BLASTER_REPEAT 600 #define BLASTER_K_SCALE 1.0f #define BLASTER_SPREAD 200 #define BLASTER_SPEED 1400 #define BLASTER_DMG HDM(9) #define RIFLE_CLIPSIZE 30 #define RIFLE_MAXCLIPS 6 #define RIFLE_REPEAT 90 #define RIFLE_K_SCALE 1.0f #define RIFLE_RELOAD 2000 #define RIFLE_PRICE 0 #define RIFLE_SPREAD 200 #define RIFLE_DMG HDM(5) #define PAINSAW_PRICE 100 #define PAINSAW_REPEAT 75 #define PAINSAW_K_SCALE 1.0f #define PAINSAW_DAMAGE HDM(15) #define PAINSAW_RANGE 40.0f #define GRENADE_PRICE 200 #define GRENADE_REPEAT 0 #define GRENADE_K_SCALE 1.0f #define GRENADE_DAMAGE HDM(310) #define GRENADE_RANGE 192.0f #define GRENADE_SPEED 400.0f //ROTAXfun #define MINE_PRICE 400 #define MINE_REPEAT 0 #define MINE_K_SCALE 1.0f #define MINE_DAMAGE HDM(300) #define MINE_RANGE 192.0f #define MINE_DETECT 90.0f #define MINE_SPEED 400.0f #define MINE_INIT_TIME 3000 #define MINE_CHECK_FREQUENCY 100 #define MINE_BOOM_TIME 20 //ROTAXfun #define FLARE_PRICE 100 #define FLARE_REPEAT 0 #define FLARE_K_SCALE 1.0f #define FLARE_SPEED 400.0f #define FLARE_DAMAGE HDM(5) #define FLARE_RANGE 10.0f #define FLARE_DETECT 10.0f #define FLARE_CHECK_FREQUENCY 100 #define SHOTGUN_PRICE 150 #define SHOTGUN_SHELLS 8 #define SHOTGUN_PELLETS 8 //used to sync server and client side #define SHOTGUN_MAXCLIPS 3 #define SHOTGUN_REPEAT 1000 #define SHOTGUN_K_SCALE 1.0f #define SHOTGUN_RELOAD 2000 #define SHOTGUN_SPREAD 900 #define SHOTGUN_DMG HDM(7) #define LASGUN_PRICE 250 #define LASGUN_AMMO 200 #define LASGUN_REPEAT 200 #define LASGUN_K_SCALE 1.0f #define LASGUN_RELOAD 2000 #define LASGUN_DAMAGE HDM(9) #define MDRIVER_PRICE 350 #define MDRIVER_CLIPSIZE 5 #define MDRIVER_MAXCLIPS 4 #define MDRIVER_DMG HDM(38) #define MDRIVER_REPEAT 1000 #define MDRIVER_K_SCALE 1.0f #define MDRIVER_RELOAD 2000 #define CHAINGUN_PRICE 400 #define CHAINGUN_BULLETS 300 #define CHAINGUN_REPEAT 80 #define CHAINGUN_K_SCALE 1.0f #define CHAINGUN_SPREAD 1000 #define CHAINGUN_DMG HDM(6) #define PRIFLE_PRICE 400 #define PRIFLE_CLIPS 50 #define PRIFLE_MAXCLIPS 4 #define PRIFLE_REPEAT 100 #define PRIFLE_K_SCALE 1.0f #define PRIFLE_RELOAD 2000 #define PRIFLE_DMG HDM(9) #define PRIFLE_SPEED 1000 #define FLAMER_PRICE 450 #define FLAMER_GAS 150 #define FLAMER_REPEAT 200 #define FLAMER_K_SCALE 1.0f #define FLAMER_DMG HDM(20) #define FLAMER_RADIUS 50 #define FLAMER_LIFETIME 800.0f #define FLAMER_SPEED 200.0f #define FLAMER_LAG 0.65f //the amount of player velocity that is added to the fireball #define LCANNON_PRICE 600 #define LCANNON_AMMO 90 #define LCANNON_REPEAT 500 #define LCANNON_K_SCALE 1.0f #define LCANNON_CHARGEREPEAT 1000 #define LCANNON_RELOAD 2000 #define LCANNON_DAMAGE HDM(265) #define LCANNON_RADIUS 150 #define LCANNON_SECONDARY_DAMAGE HDM(27) #define LCANNON_SECONDARY_RADIUS 75 #define LCANNON_SPEED 350 #define LCANNON_CHARGE_TIME 2000 #define LCANNON_TOTAL_CHARGE 255 #define LCANNON_MIN_CHARGE 50 #define HBUILD_PRICE 0 #define HBUILD_REPEAT 1000 #define HBUILD_DELAY 17500 #define HBUILD_HEALRATE 18 #define HBUILD2_PRICE 0 #define HBUILD2_REPEAT 1000 #define HBUILD2_DELAY 15000 /* * HUMAN upgrades */ #define LIGHTARMOUR_PRICE 70 #define LIGHTARMOUR_POISON_PROTECTION 1 #define HELMET_PRICE 90 #define HELMET_RANGE 1000.0f #define HELMET_POISON_PROTECTION 2 #define MEDKIT_PRICE 0 #define BATTPACK_PRICE 100 #define BATTPACK_MODIFIER 1.5f //modifier for extra energy storage available #define JETPACK_PRICE 120 #define JETPACK_FLOAT_SPEED 128.0f //up movement speed #define JETPACK_SINK_SPEED 192.0f //down movement speed #define JETPACK_DISABLE_TIME 1000 //time to disable the jetpack when player damaged #define JETPACK_DISABLE_CHANCE 0.3f #define BSUIT_PRICE 400 #define BSUIT_POISON_PROTECTION 4 #define MGCLIP_PRICE 0 #define CGAMMO_PRICE 0 #define GAS_PRICE 0 #define MEDKIT_POISON_IMMUNITY_TIME 0 #define MEDKIT_STARTUP_TIME 4000 #define MEDKIT_STARTUP_SPEED 5 /* * HUMAN buildables * * _BP - build points required for this buildable * _BT - build time required for this buildable * _SPLASHDAMGE - the amount of damage caused by this buildable when it blows up * _SPLASHRADIUS - the radius around which it does this damage * * REACTOR_BASESIZE - the maximum distance a buildable can be from an reactor * REPEATER_BASESIZE - the maximum distance a buildable can be from a repeater * HUMAN_BHLTH_MODIFIER - overall health modifier for coarse tuning * */ #define HUMAN_BHLTH_MODIFIER 1.0f #define HBHM(h) ((int)((float)h*HUMAN_BHLTH_MODIFIER)) #define REACTOR_BASESIZE 1000 #define REPEATER_BASESIZE 500 #define HUMAN_DETONATION_DELAY 5000 #define HSPAWN_BP 10 #define HSPAWN_BT 10000 #define HSPAWN_HEALTH HBHM(310) #define HSPAWN_SPLASHDAMAGE 50 #define HSPAWN_SPLASHRADIUS 100 #define HSPAWN_VALUE 1 #define MEDISTAT_BP 8 #define MEDISTAT_BT 10000 #define MEDISTAT_HEALTH HBHM(190) #define MEDISTAT_SPLASHDAMAGE 50 #define MEDISTAT_SPLASHRADIUS 100 #define MGTURRET_BP 8 #define MGTURRET_BT 10000 #define MGTURRET_HEALTH HBHM(190) #define MGTURRET_SPLASHDAMAGE 100 #define MGTURRET_SPLASHRADIUS 100 #define MGTURRET_ANGULARSPEED 8 //degrees/think ~= 200deg/sec #define MGTURRET_ACCURACYTOLERANCE MGTURRET_ANGULARSPEED / 1.5f //angular difference for turret to fire #define MGTURRET_VERTICALCAP 30 // +/- maximum pitch #define MGTURRET_REPEAT 100 #define MGTURRET_K_SCALE 1.0f #define MGTURRET_RANGE 300.0f #define MGTURRET_SPREAD 200 #define MGTURRET_DMG HDM(4) #define MGTURRET_DCC_ANGULARSPEED 10 #define MGTURRET_DCC_ACCURACYTOLERANCE MGTURRET_DCC_ANGULARSPEED / 1.5f #define MGTURRET_GRAB_ANGULARSPEED 3 #define MGTURRET_GRAB_ACCURACYTOLERANCE MGTURRET_GRAB_ANGULARSPEED / 1.5f #define TESLAGEN_BP 10 #define TESLAGEN_BT 15000 #define TESLAGEN_HEALTH HBHM(220) #define TESLAGEN_SPLASHDAMAGE 50 #define TESLAGEN_SPLASHRADIUS 100 #define TESLAGEN_REPEAT 250 #define TESLAGEN_K_SCALE 4.0f #define TESLAGEN_RANGE 250 #define TESLAGEN_DMG HDM(9) #define DC_BP 8 #define DC_BT 10000 #define DC_HEALTH HBHM(190) #define DC_SPLASHDAMAGE 50 #define DC_SPLASHRADIUS 100 #define ARMOURY_BP 10 #define ARMOURY_BT 10000 #define ARMOURY_HEALTH HBHM(280) #define ARMOURY_SPLASHDAMAGE 50 #define ARMOURY_SPLASHRADIUS 100 #define REACTOR_BP 0 #define REACTOR_BT 20000 #define REACTOR_HEALTH HBHM(930) #define REACTOR_SPLASHDAMAGE 200 #define REACTOR_SPLASHRADIUS 300 #define REACTOR_ATTACK_RANGE 100.0f #define REACTOR_ATTACK_REPEAT 1000 #define REACTOR_ATTACK_DAMAGE 40 #define REACTOR_VALUE 2 #define REPEATER_BP 0 #define REPEATER_BT 10000 #define REPEATER_HEALTH HBHM(250) #define REPEATER_SPLASHDAMAGE 50 #define REPEATER_SPLASHRADIUS 100 #define REPEATER_INACTIVE_TIME 90000 //ROTAX #define PLANK_BP 1 #define PLANK_BT 10000 #define PLANK_HEALTH HBHM(250) #define PLANK_SPLASHDAMAGE 5 #define PLANK_SPLASHRADIUS 100 #define CRATE_BP 1 #define CRATE_BT 10000 #define CRATE_HEALTH HBHM(200) #define CRATE_SPLASHDAMAGE 5 #define CRATE_SPLASHRADIUS 100 #define PILLAR_BP 1 #define PILLAR_BT 9000 #define PILLAR_HEALTH HBHM(350) #define PILLAR_SPLASHDAMAGE 5 #define PILLAR_SPLASHRADIUS 100 #define BRICKH_BP 1 #define BRICKH_BT 5000 #define BRICKH_HEALTH HBHM(150) #define BRICKH_SPLASHDAMAGE 5 #define BRICKH_SPLASHRADIUS 100 #define FLAGH_BP 1 #define FLAGH_BT 8000 #define FLAGH_HEALTH HBHM(150) #define FLAGH_SPLASHDAMAGE 0 #define FLAGH_SPLASHRADIUS 0 #define CONTAINER_BP 15 #define CONTAINER_BT 15000 #define CONTAINER_HEALTH HBHM(600) #define CONTAINER_SPLASHDAMAGE 15 #define CONTAINER_SPLASHRADIUS 110 /* * HUMAN misc */ #define HUMAN_SPRINT_MODIFIER 1.2f #define HUMAN_JOG_MODIFIER 1.0f #define HUMAN_BACK_MODIFIER 0.8f #define HUMAN_SIDE_MODIFIER 0.9f #define STAMINA_STOP_RESTORE 25 #define STAMINA_WALK_RESTORE 15 #define STAMINA_SPRINT_TAKE 8 #define STAMINA_LARMOUR_TAKE 4 #define HUMAN_SPAWN_REPEAT_TIME 10000 /* * Misc */ #define MIN_FALL_DISTANCE 30.0f //the fall distance at which fall damage kicks in #define MAX_FALL_DISTANCE 120.0f //the fall distance at which maximum damage is dealt #define AVG_FALL_DISTANCE ((MIN_FALL_DISTANCE+MAX_FALL_DISTANCE)/2.0f) #define HUMAN_MAXED 900 //a human with a strong selection of weapons/upgrades #define HUMAN_MAX_CREDITS 2000 #define ALIEN_MAX_KILLS 9 #define ALIEN_MAX_SINGLE_KILLS 3 #define FREEKILL_PERIOD 120000 //msec #define FREEKILL_ALIEN 1 #define FREEKILL_HUMAN LEVEL0_VALUE #define DEFAULT_ALIEN_BUILDPOINTS "100" #define DEFAULT_ALIEN_STAGE2_THRESH "20" #define DEFAULT_ALIEN_STAGE3_THRESH "40" #define DEFAULT_ALIEN_MAX_STAGE "2" #define DEFAULT_HUMAN_BUILDPOINTS "100" #define DEFAULT_HUMAN_STAGE2_THRESH "20" #define DEFAULT_HUMAN_STAGE3_THRESH "40" #define DEFAULT_HUMAN_MAX_STAGE "2" #define DAMAGE_FRACTION_FOR_KILL 0.5f //how much damage players (versus structures) need to //do to increment the stage kill counters // g_suddenDeathMode settings #define SDMODE_BP 0 #define SDMODE_NO_BUILD 1 #define SDMODE_SELECTIVE 2