/* * Portions Copyright (C) 2000-2001 Tim Angus * * This program is free software; you can redistribute it and/or modify it * under the terms of the OSML - Open Source Modification License v1.0 as * described in the file COPYING which is distributed with this source * code. * * This program 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. */ /* * 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(25) #define ABUILDER_CLAW_RANGE 64.0f #define ABUILDER_CLAW_REPEAT 1000 #define ABUILDER_BASE_DELAY 9000 #define ABUILDER_ADV_DELAY 4000 #define SOLDIER_BITE_DMG ADM(34) #define SOLDIER_BITE_RANGE 32.0f #define SOLDIER_BITE_REPEAT 500 #define HYDRA_CLAW_DMG ADM(40) #define HYDRA_CLAW_RANGE 96.0f #define HYDRA_CLAW_REPEAT 500 #define HYDRA_CLAW_U_REPEAT 500 #define HYDRA_GRAB_RANGE 64.0f #define HYDRA_GRAB_TIME 1000 #define HYDRA_PCLOUD_DMG ADM(5) #define HYDRA_PCLOUD_RANGE 200.0f #define HYDRA_PCLOUD_REPEAT 1000 #define HYDRA_PCLOUD_TIME 10000 #define CHIMERA_CLAW_DMG ADM(50) #define CHIMERA_CLAW_RANGE 96.0f #define CHIMERA_CLAW_REPEAT 400 #define CHIMERA_CLAW_U_REPEAT 300 #define CHIMERA_AREAZAP_DMG ADM(75) #define CHIMERA_AREAZAP_RANGE 200.0f #define CHIMERA_AREAZAP_REPEAT 1500 #define CHIMERA_DIRECTZAP_DMG ADM(100) #define CHIMERA_DIRECTZAP_RANGE 200.0f #define CHIMERA_DIRECTZAP_REPEAT 1500 #define CHIMERA_WALLJUMP_MAXSPEED 1000.0f #define DRAGOON_CLAW_DMG ADM(75) #define DRAGOON_CLAW_RANGE 96.0f #define DRAGOON_CLAW_REPEAT 750 #define DRAGOON_CLAW_U_REPEAT 500 #define DRAGOON_POUNCE_DMG ADM(200) #define DRAGOON_POUNCE_RANGE 96.0f #define DRAGOON_POUNCE_SPEED 600 #define DRAGOON_POUNCE_SPEED_MOD 0.75f #define DRAGOON_POUNCE_TIME 1000 #define DRAGOON_SLOWBLOB_DMG ADM(20) #define DRAGOON_SLOWBLOB_REPEAT 1000 #define DRAGOON_SLOWBLOB_SPEED 800.0f #define DRAGOON_SLOWBLOB_SPEED_MOD 0.5f #define DRAGOON_SLOWBLOB_TIME 5000 #define BMOFO_CLAW_DMG ADM(150) #define BMOFO_CLAW_RANGE 128.0f #define BMOFO_CLAW_REPEAT 750 #define BMOFO_REGEN_RANGE 200.0f #define BMOFO_REGEN_MOD 2.0f #define BMOFO_CHARGE_SPEED 2.0f #define BMOFO_CHARGE_TIME 2000 #define BMOFO_CHARGE_REPEAT 500 #define BMOFO_CHARGE_DMG ADM(200) /* * ALIEN classes * * _SPEED - fraction of Q3A run speed the class can move * _TTE - time in msec for the class to evolve to another * _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 3.0f #define AVM(h) ((int)((float)h*ALIEN_VALUE_MODIFIER)) #define ABUILDER_SPEED 0.8f #define ABUILDER_VALUE AVM(50) #define ABUILDER_HEALTH AHM(50) #define ABUILDER_REGEN 2 #define ABUILDER_UPG_SPEED 1.0f #define ABUILDER_UPG_VALUE AVM(120) #define ABUILDER_UPG_HEALTH AHM(75) #define ABUILDER_UPG_REGEN 3 #define SOLDIER_SPEED 1.3f #define SOLDIER_VALUE AVM(50) #define SOLDIER_HEALTH AHM(25) #define SOLDIER_REGEN 1 #define HYDRA_SPEED 1.25f #define HYDRA_VALUE AVM(100) #define HYDRA_HEALTH AHM(50) #define HYDRA_REGEN 2 #define HYDRA_UPG_SPEED 1.25f #define HYDRA_UPG_VALUE AVM(120) #define HYDRA_UPG_HEALTH AHM(50) #define HYDRA_UPG_REGEN 3 #define CHIMERA_SPEED 1.2f #define CHIMERA_VALUE AVM(200) #define CHIMERA_HEALTH AHM(100) #define CHIMERA_REGEN 4 #define CHIMERA_UPG_SPEED 1.2f #define CHIMERA_UPG_VALUE AVM(340) #define CHIMERA_UPG_HEALTH AHM(120) #define CHIMERA_UPG_REGEN 5 #define DRAGOON_SPEED 1.2f #define DRAGOON_VALUE AVM(300) #define DRAGOON_HEALTH AHM(200) #define DRAGOON_REGEN 6 #define DRAGOON_UPG_SPEED 1.2f #define DRAGOON_UPG_VALUE AVM(360) #define DRAGOON_UPG_HEALTH AHM(250) #define DRAGOON_UPG_REGEN 7 #define BMOFO_SPEED 1.1f #define BMOFO_VALUE AVM(400) #define BMOFO_HEALTH AHM(400) #define BMOFO_REGEN 9 /* * ALIEN buildables * * _BP - build points 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 1.5f #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 ASPAWN_BP 100 #define ASPAWN_HEALTH ABHM(500) #define ASPAWN_REGEN 10 #define ASPAWN_SPLASHDAMAGE 50 #define ASPAWN_SPLASHRADIUS 50 #define ASPAWN_CREEPSIZE 120 #define ASPAWN_VALUE 150 #define BARRICADE_BP 80 #define BARRICADE_HEALTH ABHM(250) #define BARRICADE_REGEN 15 #define BARRICADE_SPLASHDAMAGE 50 #define BARRICADE_SPLASHRADIUS 50 #define BARRICADE_CREEPSIZE 120 #define BOOSTER_BP 120 #define BOOSTER_HEALTH ABHM(200) #define BOOSTER_REGEN 10 #define BOOSTER_SPLASHDAMAGE 50 #define BOOSTER_SPLASHRADIUS 50 #define BOOSTER_CREEPSIZE 120 #define BOOSTER_INTERVAL 30000 //time in msec between uses (per player) #define ACIDTUBE_BP 50 #define ACIDTUBE_HEALTH ABHM(100) #define ACIDTUBE_REGEN 10 #define ACIDTUBE_SPLASHDAMAGE 30 #define ACIDTUBE_SPLASHRADIUS 200 #define ACIDTUBE_CREEPSIZE 120 #define ACIDTUBE_RANGE 200.0f #define ACIDTUBE_REPEAT 3000 #define HIVE_BP 50 #define HIVE_HEALTH ABHM(100) #define HIVE_REGEN 10 #define HIVE_SPLASHDAMAGE 30 #define HIVE_SPLASHRADIUS 200 #define HIVE_CREEPSIZE 120 #define HIVE_RANGE 400.0f #define HIVE_REPEAT 10000 #define HIVE_DMG 40 #define HIVE_SPEED 230.0f #define HIVE_DIR_CHANGE_PERIOD 500 #define TRAPPER_BP 150 #define TRAPPER_HEALTH ABHM(80) #define TRAPPER_REGEN 8 #define TRAPPER_SPLASHDAMAGE 15 #define TRAPPER_SPLASHRADIUS 100 #define TRAPPER_CREEPSIZE 30 #define TRAPPER_RANGE 400 #define TRAPPER_REPEAT 1000 #define LOCKBLOB_SPEED 500 #define LOCKBLOB_DOT 0.85f // max angle = acos( LOCKBLOB_DOT ) #define OVERMIND_BP 0 #define OVERMIND_HEALTH ABHM(1000) #define OVERMIND_REGEN 15 #define OVERMIND_SPLASHDAMAGE 100 #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 80 #define HOVEL_HEALTH ABHM(750) #define HOVEL_REGEN 20 #define HOVEL_SPLASHDAMAGE 20 #define HOVEL_SPLASHRADIUS 200 #define HOVEL_CREEPSIZE 120 /* * ALIEN misc * * ALIENSENSE_RANGE - the distance alien sense is useful for * */ #define ALIENSENSE_RANGE 1000.0f #define ALIENSTAGE2_HLTH_MODIFIER 1.2f #define ALIENSTAGE3_HLTH_MODIFIER 1.5f /* * 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 1.5f #define HDM(d) ((int)((float)d*HUMAN_WDMG_MODIFIER)) #define BLASTER_REPEAT 1000 #define BLASTER_SPREAD 200 #define BLASTER_SPEED 500 #define BLASTER_DMG HDM(10) #define RIFLE_CLIPSIZE 30 #define RIFLE_SPAWNCLIPS 3 #define RIFLE_MAXCLIPS 3 #define RIFLE_REPEAT 100 #define RIFLE_RELOAD 2000 #define RIFLE_PRICE 0 #define RIFLE_SPREAD 200 #define RIFLE_DMG HDM(5) #define CHAINGUN_BULLETS 300 #define CHAINGUN_REPEAT 50 #define CHAINGUN_PRICE 200 #define CHAINGUN_SPREAD 1200 #define CHAINGUN_DMG HDM(10) #define FLAMER_GAS 80 #define FLAMER_REPEAT 300 #define FLAMER_PRICE 300 #define FLAMER_DMG HDM(30) #define FLAMER_RADIUS 50 #define FLAMER_LIFETIME 1000.0f #define FLAMER_SPEED 200.0f #define FLAMER_LAG 0.65f //the amount of player velocity that is added to the fireball #define MDRIVER_CLIPSIZE 5 #define MDRIVER_SPAWNCLIPS 2 #define MDRIVER_MAXCLIPS 3 #define MDRIVER_PRICE 300 #define MDRIVER_DMG HDM(100) #define MDRIVER_REPEAT 1000 #define MDRIVER_RELOAD 2000 #define PRIFLE_CLIPS 50 #define PRIFLE_SPAWNCLIPS 3 #define PRIFLE_MAXCLIPS 3 #define PRIFLE_PRICE 300 #define PRIFLE_REPEAT 100 #define PRIFLE_RELOAD 2000 #define PRIFLE_DMG HDM(13) #define PRIFLE_SPEED 1500 #define LCANNON_PRICE 400 #define LCANNON_AMMO 30 #define LCANNON_REPEAT 500 #define LCANNON_CHARGEREPEAT 1000 #define LCANNON_RELOAD 2000 #define LCANNON_DAMAGE HDM(200) #define LCANNON_SECONDARY_DAMAGE HDM(20) #define LCANNON_SPEED 250 #define LCANNON_CHARGE_TIME 2000 #define LASGUN_PRICE 200 #define LASGUN_AMMO 300 #define LASGUN_REPEAT 150 #define LASGUN_RELOAD 2000 #define LASGUN_DAMAGE HDM(10) #define PAINSAW_PRICE 100 #define PAINSAW_REPEAT 75 #define PAINSAW_DAMAGE HDM(5) #define PAINSAW_RANGE 32 #define HBUILD_PRICE 0 #define HBUILD_REPEAT 1000 #define HBUILD_DELAY 9000 #define HBUILD2_PRICE 200 #define HBUILD2_REPEAT 1000 #define HBUILD2_DELAY 4000 /* * HUMAN upgrades */ #define LIGHTARMOUR_PRICE 100 #define HELMET_PRICE 90 #define HELMET_RANGE 1000.0f #define ANTITOXIN_PRICE 20 #define BATTPACK_PRICE 100 #define BATTPACK_MODIFIER 2.0f //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 BSUIT_PRICE 200 #define MGCLIP_PRICE 0 #define CGAMMO_PRICE 0 #define GAS_PRICE 0 /* * HUMAN buildables * * _BP - build points 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 100 #define HSPAWN_HEALTH HBHM(500) #define HSPAWN_SPLASHDAMAGE 50 #define HSPAWN_SPLASHRADIUS 100 #define HSPAWN_VALUE 1 #define MEDISTAT_BP 80 #define MEDISTAT_HEALTH HBHM(200) #define MEDISTAT_SPLASHDAMAGE 50 #define MEDISTAT_SPLASHRADIUS 100 #define MAX_MEDISTAT_CLIENTS 1 #define MGTURRET_BP 80 #define MGTURRET_HEALTH HBHM(100) #define MGTURRET_SPLASHDAMAGE 50 #define MGTURRET_SPLASHRADIUS 100 #define MGTURRET_ANGULARSPEED 5 //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_RANGE 250 #define MGTURRET_SPREAD 200 #define MGTURRET_DMG HDM(5) #define MGTURRET_DCC_ANGULARSPEED 7 #define MGTURRET_DCC_ACCURACYTOLERANCE MGTURRET_DCC_ANGULARSPEED / 1.5f #define TESLAGEN_BP 100 #define TESLAGEN_HEALTH HBHM(200) #define TESLAGEN_SPLASHDAMAGE 50 #define TESLAGEN_SPLASHRADIUS 100 #define TESLAGEN_REPEAT 500 #define TESLAGEN_RANGE 750 #define TESLAGEN_DMG HDM(50) #define DC_BP 80 #define DC_HEALTH HBHM(150) #define DC_SPLASHDAMAGE 50 #define DC_SPLASHRADIUS 100 #define ARMOURY_BP 100 #define ARMOURY_HEALTH HBHM(175) #define ARMOURY_SPLASHDAMAGE 50 #define ARMOURY_SPLASHRADIUS 100 #define REACTOR_BP 0 #define REACTOR_HEALTH HBHM(1000) #define REACTOR_SPLASHDAMAGE 200 #define REACTOR_SPLASHRADIUS 300 #define REACTOR_VALUE 2 #define REPEATER_BP 100 #define REPEATER_HEALTH HBHM(200) #define REPEATER_SPLASHDAMAGE 50 #define REPEATER_SPLASHRADIUS 100 #define ENERGY_REFIL_TIME 1000 //1/2 second between every clip refil #define FLOATMINE_BP 50 #define FLOATMINE_HEALTH HBHM(10) #define FLOATMINE_SPLASHDAMAGE 250 #define FLOATMINE_SPLASHRADIUS 500 /* * HUMAN misc */ #define HUMAN_SPRINT_MODIFIER 1.2f #define HUMAN_JOG_MODIFIER 0.9f #define HUMAN_BACK_MODIFIER 0.7f #define HUMAN_SIDE_MODIFIER 0.8f #define STAMINA_STOP_RESTORE 20 #define STAMINA_WALK_RESTORE 10 #define STAMINA_SPRINT_TAKE 6 #define STAMINA_LARMOUR_TAKE 3 /* * 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)