NS/releases/3.1.1/source/mod/AvHPlayerUpgrade.h
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2005-11-18 02:38:19 +00:00

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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHPlayerUpgrade.h $
// $Date: 2002/09/23 22:02:57 $
//
//-------------------------------------------------------------------------------
// $Log: AvHPlayerUpgrade.h,v $
// Revision 1.7 2002/09/23 22:02:57 Flayra
// - Fixed bug where damage upgrades were applying when they shouldn't (for aliens)
// - Added heavy armor
//
// Revision 1.6 2002/05/23 02:33:20 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef AVH_PLAYER_UPGRADE_H
#define AVH_PLAYER_UPGRADE_H
#include "util/nowarnings.h"
#include "types.h"
#include "mod/AvHSpecials.h"
class AvHPlayerUpgrade
{
public:
static float GetAlienMeleeDamageUpgrade(int inUpgrade, bool inIncludeFocus = false);
static float GetAlienRangedDamageUpgrade(int inUpgrade);
static float GetFocusDamageUpgrade(int inUpgrade);
static float GetArmorValue(int inNumHives = -1);
static float GetArmorAbsorption(AvHUser3 inUser3, int inUpgrade, int inNumHives = -1);
static int GetMaxArmorLevel(int inUpgrade, AvHUser3 inUser3);
static int GetMaxHealth(int inUpgrade, AvHUser3 inUser3, int inLevel = 1);
static int GetArmorUpgrade(AvHUser3 inUser3, int inUpgrade, float* outArmorMultiplier = NULL);
static float GetSilenceVolumeLevel(AvHUser3 inUser3, int inUpgrade);
static int GetWeaponUpgrade(int inUser3, int inUpgrade, float* theDamageMultiplier = NULL, int* theTracerFreq = NULL, float* theSpread = NULL);
static float CalculateDamageLessArmor(AvHUser3 inUser3, int inUser4, float flDamage, float& ioArmorValue, int bitsDamageType, int inNumHives = -1);
static float GetExperienceForLevel(int inLevel);
static int GetPlayerLevel(float inExperience);
static float GetPercentToNextLevel(float inExperience);
};
#endif