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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(20)
#define ABUILDER_CLAW_RANGE 64.0f
#define ABUILDER_CLAW_WIDTH 4.0f
#define ABUILDER_CLAW_REPEAT 1000
#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
#define LEVEL0_BITE_DMG ADM(48)
#define LEVEL0_BITE_RANGE 64.0f
#define LEVEL0_BITE_WIDTH 6.0f
#define LEVEL0_BITE_REPEAT 500
#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_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_U_REPEAT 400
#define LEVEL2_AREAZAP_DMG ADM(80)
#define LEVEL2_AREAZAP_RANGE 200.0f
#define LEVEL2_AREAZAP_WIDTH 15.0f
#define LEVEL2_AREAZAP_REPEAT 2000
#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_U_REPEAT 600
#define LEVEL3_POUNCE_DMG ADM(100)
#define LEVEL3_POUNCE_RANGE 96.0f
#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_TIME 700
#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_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 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 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 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_DMG 50
#define HIVE_SPEED 240.0f
#define HIVE_DIR_CHANGE_PERIOD 500
#define TRAPPER_BP 10
#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 LOCKBLOB_SPEED 500.0f
#define LOCKBLOB_DOT 0.85f // max angle = acos( LOCKBLOB_DOT )
#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 8
#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
/*
* ALIEN misc
*
* ALIENSENSE_RANGE - the distance alien sense is useful for
*
*/
#define ALIENSENSE_RANGE 1000.0f
#define ALIEN_POISON_TIME 10000
#define ALIEN_POISON_DMG 30
#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_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_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_DAMAGE HDM(15)
#define PAINSAW_RANGE 40.0f
#define GRENADE_PRICE 200
#define GRENADE_REPEAT 0
#define GRENADE_DAMAGE HDM(310)
#define GRENADE_RANGE 192.0f
#define GRENADE_SPEED 400.0f
#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_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_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_RELOAD 2000
#define CHAINGUN_PRICE 400
#define CHAINGUN_BULLETS 300
#define CHAINGUN_REPEAT 80
#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_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_DMG HDM(31)
#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_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 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 HELMET_PRICE 90
#define HELMET_RANGE 1000.0f
#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 MGCLIP_PRICE 0
#define CGAMMO_PRICE 0
#define GAS_PRICE 0
#define MEDKIT_POISON_IMMUNITY_TIME 30000
#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_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_RANGE 250
#define TESLAGEN_DMG HDM(7)
#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
/*
* 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_HUMAN_BUILDPOINTS "100"
#define DAMAGE_FRACTION_FOR_KILL 0.5f //how much damage players (versus structures) need to
//do to increment the stage kill counters
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