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authorTim Angus <tim@ngus.net>2002-08-09 01:08:23 +0000
committerTim Angus <tim@ngus.net>2002-08-09 01:08:23 +0000
commit2c7cc240ddf82a5823071ad7180ab6a91357351b (patch)
tree4f318ac92f543ead68d1a560a8e68c525f633d69 /src/game/bg_misc.c
parentb209c6138bfa97f8d427611f19a5e128d1a134e0 (diff)
* Human repair ability
* Alien buildable regeneration * Alien class regeneration
Diffstat (limited to 'src/game/bg_misc.c')
-rw-r--r--src/game/bg_misc.c71
1 files changed, 71 insertions, 0 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index d9dedb63..5acdbb01 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -33,6 +33,7 @@ buildableAttributes_t bg_buildableList[ ] =
100, //int buildPoints;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 50, //int regenRate;
50, //int damage;
50, //int splashDamage;
200, //int splashRadius;
@@ -64,6 +65,7 @@ buildableAttributes_t bg_buildableList[ ] =
80, //int buildPoints;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 50, //int regenRate;
50, //int damage;
20, //int splashDamage;
50, //int splashRadius;
@@ -95,6 +97,7 @@ buildableAttributes_t bg_buildableList[ ] =
80, //int buildPoints;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 50, //int regenRate;
50, //int damage;
20, //int splashDamage;
50, //int splashRadius;
@@ -126,6 +129,7 @@ buildableAttributes_t bg_buildableList[ ] =
80, //int buildPoints;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 50, //int regenRate;
50, //int damage;
20, //int splashDamage;
400, //int splashRadius;
@@ -157,6 +161,7 @@ buildableAttributes_t bg_buildableList[ ] =
80, //int buildPoints;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 50, //int regenRate;
50, //int damage;
20, //int splashDamage;
50, //int splashRadius;
@@ -188,6 +193,7 @@ buildableAttributes_t bg_buildableList[ ] =
0, //int buildPoints;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 50, //int regenRate;
50, //int damage;
50, //int splashDamage;
300, //int splashRadius;
@@ -219,6 +225,7 @@ buildableAttributes_t bg_buildableList[ ] =
80, //int buildPoints;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 50, //int regenRate;
50, //int damage;
20, //int splashDamage;
50, //int splashRadius;
@@ -250,6 +257,7 @@ buildableAttributes_t bg_buildableList[ ] =
100, //int buildPoints;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 50, //int regenRate;
50, //int damage;
50, //int splashDamage;
200, //int splashRadius;
@@ -281,6 +289,7 @@ buildableAttributes_t bg_buildableList[ ] =
100, //int buildPoints;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 0, //int regenRate;
50, //int damage;
50, //int splashDamage;
150, //int splashRadius;
@@ -312,6 +321,7 @@ buildableAttributes_t bg_buildableList[ ] =
100, //int buildPoints;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 0, //int regenRate;
50, //int damage;
50, //int splashDamage;
150, //int splashRadius;
@@ -343,6 +353,7 @@ buildableAttributes_t bg_buildableList[ ] =
100, //int buildPoints;
( 1 << S3 ), //int stages
1000, //int health;
+ 0, //int regenRate;
50, //int damage;
50, //int splashDamage;
150, //int splashRadius;
@@ -374,6 +385,7 @@ buildableAttributes_t bg_buildableList[ ] =
80, //int buildPoints;
( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 0, //int regenRate;
50, //int damage;
20, //int splashDamage;
50, //int splashRadius;
@@ -407,6 +419,7 @@ buildableAttributes_t bg_buildableList[ ] =
80, //int buildPoints;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 0, //int regenRate;
50, //int damage;
20, //int splashDamage;
50, //int splashRadius;
@@ -438,6 +451,7 @@ buildableAttributes_t bg_buildableList[ ] =
80, //int buildPoints;
( 1 << S3 ), //int stages
1000, //int health;
+ 0, //int regenRate;
50, //int damage;
20, //int splashDamage;
50, //int splashRadius;
@@ -469,6 +483,7 @@ buildableAttributes_t bg_buildableList[ ] =
200, //int buildPoints;
( 1 << S3 ), //int stages
1000, //int health;
+ 0, //int regenRate;
50, //int damage;
50, //int splashDamage;
150, //int splashRadius;
@@ -500,6 +515,7 @@ buildableAttributes_t bg_buildableList[ ] =
200, //int buildPoints;
( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 0, //int regenRate;
50, //int damage;
50, //int splashDamage;
150, //int splashRadius;
@@ -531,6 +547,7 @@ buildableAttributes_t bg_buildableList[ ] =
200, //int buildPoints;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 0, //int regenRate;
50, //int damage;
50, //int splashDamage;
150, //int splashRadius;
@@ -562,6 +579,7 @@ buildableAttributes_t bg_buildableList[ ] =
0, //int buildPoints;
( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 0, //int regenRate;
50, //int damage;
50, //int splashDamage;
150, //int splashRadius;
@@ -593,6 +611,7 @@ buildableAttributes_t bg_buildableList[ ] =
10, //int buildPoints;
( 1 << S2 )|( 1 << S3 ), //int stages
1000, //int health;
+ 0, //int regenRate;
50, //int damage;
50, //int splashDamage;
150, //int splashRadius;
@@ -624,6 +643,7 @@ buildableAttributes_t bg_buildableList[ ] =
10, //int buildPoints;
( 1 << S2 )|( 1 << S3 ), //int stages
100, //int health;
+ 0, //int regenRate;
50, //int damage;
50, //int splashDamage;
150, //int splashRadius;
@@ -895,6 +915,26 @@ int BG_FindHealthForBuildable( int bclass )
/*
==============
+BG_FindRegenRateForBuildable
+==============
+*/
+int BG_FindRegenRateForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].regenRate;
+ }
+ }
+
+ return 0;
+}
+
+/*
+==============
BG_FindDamageForBuildable
==============
*/
@@ -1252,6 +1292,7 @@ classAttributes_t bg_classList[ ] =
{ 15, 15, 4 }, //vec3_t deadmaxs;
12, 12, //int viewheight, crouchviewheight;
50, //int health;
+ 5, //int regenRate;
0, //int armor;
SCA_TAKESFALLDAMAGE|SCA_FOVWARPS, //int abilities;
95.0f, //float buildDist;
@@ -1279,6 +1320,7 @@ classAttributes_t bg_classList[ ] =
{ 20, 20, 4 }, //vec3_t deadmaxs;
0, 0, //int viewheight, crouchviewheight;
75, //int health;
+ 5, //int regenRate;
10, //int armor;
SCA_CANJUMP|SCA_FOVWARPS|SCA_WALLCLIMBER, //int abilities;
95.0f, //float buildDist;
@@ -1306,6 +1348,7 @@ classAttributes_t bg_classList[ ] =
{ 15, 15, 4 }, //vec3_t deadmaxs;
0, 0, //int viewheight, crouchviewheight;
25, //int health;
+ 5, //int regenRate;
0, //int armor;
SCA_WALLCLIMBER|SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities;
0.0f, //float buildDist;
@@ -1333,6 +1376,7 @@ classAttributes_t bg_classList[ ] =
{ 24, 24, 4 }, //vec3_t deadmaxs;
6, 6, //int viewheight, crouchviewheight;
50, //int health;
+ 5, //int regenRate;
5, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
@@ -1360,6 +1404,7 @@ classAttributes_t bg_classList[ ] =
{ 24, 24, 4 }, //vec3_t deadmaxs;
6, 6, //int viewheight, crouchviewheight;
50, //int health;
+ 5, //int regenRate;
5, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
@@ -1387,6 +1432,7 @@ classAttributes_t bg_classList[ ] =
{ 24, 24, 4 }, //vec3_t deadmaxs;
6, 6, //int viewheight, crouchviewheight;
50, //int health;
+ 5, //int regenRate;
10, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
@@ -1414,6 +1460,7 @@ classAttributes_t bg_classList[ ] =
{ 24, 24, 4 }, //vec3_t deadmaxs;
6, 6, //int viewheight, crouchviewheight;
50, //int health;
+ 5, //int regenRate;
10, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
@@ -1441,6 +1488,7 @@ classAttributes_t bg_classList[ ] =
{ 15, 15, 4 }, //vec3_t deadmaxs;
4, 4, //int viewheight, crouchviewheight;
100, //int health;
+ 5, //int regenRate;
20, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
@@ -1468,6 +1516,7 @@ classAttributes_t bg_classList[ ] =
{ 15, 15, 4 }, //vec3_t deadmaxs;
4, 4, //int viewheight, crouchviewheight;
100, //int health;
+ 5, //int regenRate;
20, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
@@ -1495,6 +1544,7 @@ classAttributes_t bg_classList[ ] =
{ 15, 15, 4 }, //vec3_t deadmaxs;
4, 4, //int viewheight, crouchviewheight;
100, //int health;
+ 5, //int regenRate;
30, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
@@ -1522,6 +1572,7 @@ classAttributes_t bg_classList[ ] =
{ 15, 15, 4 }, //vec3_t deadmaxs;
26, 12, //int viewheight, crouchviewheight;
100, //int health;
+ 0, //int regenRate;
0, //int armor;
SCA_TAKESFALLDAMAGE|SCA_CANJUMP, //int abilities;
110.0f, //float buildDist;
@@ -1775,6 +1826,26 @@ int BG_FindHealthForClass( int pclass )
/*
==============
+BG_FindRegenRateForClass
+==============
+*/
+int BG_FindRegenRateForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].regenRate;
+ }
+ }
+
+ return 0;
+}
+
+/*
+==============
BG_FindArmorForClass
==============
*/