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/*
* 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)
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