1998-11-24 00:00:00 +00:00
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//
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// g_playstats.h
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//
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// Heretic II
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// Copyright 1998 Raven Software
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//
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#ifndef _G_PLAYSTATS_H_
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#define _G_PLAYSTATS_H_
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// ***************************************
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// ** GENERAL
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// ***************************************
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#define DAMAGE_DM_FACTOR 0.67
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// ***************************************
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// ** WEAPON STATS
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// ***************************************
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#define MAX_REFLECT 8
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// Sword staff
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#define SWORD_DMG_MIN 15
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#define SWORD_DMG_MAX 25
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#define SWORD_POWER1_DMG_MIN 30
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#define SWORD_POWER1_DMG_MAX 40
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#define SWORD_POWER2_DMG_MIN 45
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#define SWORD_POWER2_DMG_MAX 55
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#define SWORD_SPIN_DMG_MOD 1.75
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1999-03-18 00:00:00 +00:00
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#define SWORD_BACK_DMG_MOD 0.7
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#define SWORD_STAB_DMG_MOD 2.5
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#define SWORD_BLOCK_DELAY 1.2
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#define SWORD_BLOCK_DURATION 0.4
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#define SWORD_BLOCK_TIME (SWORD_BLOCK_DELAY + SWORD_BLOCK_DURATION)
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1998-11-24 00:00:00 +00:00
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// Flying Fist
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#define FIREBALL_MIN_FIZZLE_DAMAGE 5 // Least amount of damage it will do after flying
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#define FIREBALL_DAMAGE_MIN 20
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#define FIREBALL_DAMAGE_MAX 25
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#define FIREBALL_DAMAGE_MIN_POWER 30
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#define FIREBALL_DAMAGE_MAX_POWER 40
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#define FIREBALL_RADIUS 64.0 // Radius of damage for the powered up version.
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#define FLYING_FIST_SPEED 1000.0
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// Hellstaff
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#define HELLBOLT_DAMAGE_MIN 7
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#define HELLBOLT_DAMAGE_MAX 10
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#define HELLLASER_DIST 1024.0
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#define HELLLASER_DAMAGE_MIN 11
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#define HELLLASER_DAMAGE_MAX 14
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#define HELLBOLT_SPEED 1000.0
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// Blast (Arc of Thunder)
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#define BLAST_DISTANCE 1000.0 // Max range of the blast
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#define BLAST_DMG_MIN 10
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#define BLAST_DMG_MAX 15
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#define BLAST_ANGLE_INC 3.5
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#define BLAST_NUM_SHOTS 5
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// Magic Missile array (powered up Arc)
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#define MAGICMISSILE_DAMAGE_MIN 30
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#define MAGICMISSILE_DAMAGE_MAX 40
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#define MAGICMISSILE_DAMAGE_RAD 20
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#define MAGICMISSILE_RADIUS 48
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#define MAGICMISSILE_SPEED 1500.0
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// #define MAGICMISSILE_DAMAGE_RADIUS 64
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// Red Rain Arrows
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#define RED_RAIN_DMG_ARROW_MIN 35
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#define RED_RAIN_DMG_ARROW_MAX 45
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#define RED_RAIN_DURATION 8.0F
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#define RED_RAIN_DAMAGE_INTERVAL 0.25
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#define RED_RAIN_DAMAGE 10 // 10 points every .25 seconds.
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#define RED_RAIN_RADIUS 60.0F
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#define MAX_REDRAINHEIGHT 200.0F
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#define MAX_REDRAINFALLDIST 1000.0F
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#define RED_RAIN_LIGHTNING_DURATION (RED_RAIN_DURATION - 1.5)
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#define RED_RAIN_LIGHTNING_CHANCE 6 // 1 in 6 chance per target every .25 seconds
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#define RED_RAIN_LIGHTNING_RADIUS 100.0
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#define RED_RAIN_LIGHTNING_WIDTH 6.0
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#define RED_RAIN_DMG_LIGHTNING_MIN 20
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#define RED_RAIN_DMG_LIGHTNING_MAX 30
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#define NUM_STORMS_PER_PLAYER 3//maybe 5, esp in DM?
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#define RED_ARROW_SPEED 1000.0F
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// Powered up red rain arrows
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#define POWER_RAIN_DMG_ARROW_MIN 45
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#define POWER_RAIN_DMG_ARROW_MAX 55
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#define POWER_RAIN_DAMAGE 15 // 15 points every .25 seconds
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#define POWER_RAIN_RADIUS 80.0F
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#define POWER_RAIN_LIGHTNING_RADIUS 120.0
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#define POWER_RAIN_LIGHTNING_WIDTH 40.0
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#define POWER_RAIN_DMG_LIGHTNING_MIN 30 // Big nasty beam of thick lightning with radius damage
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#define POWER_RAIN_DMG_LIGHTNING_MAX 45
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#define POWER_RAIN_DMG_LIGHTNING_RADIUS 100
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// Fireblast (unpowered firewall)
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#define FIREBLAST_LIFETIME 5
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#define FIREBLAST_SPEED 480.0
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#define FIREBLAST_RADIUS 48.0
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#define FIREBLAST_PROJ_RADIUS 8.0
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#define FIREBLAST_DRADIUS (1.0)
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#define FIREBLAST_VRADIUS 16
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#define FIREBLAST_DAMAGE 48
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#define FIREBLAST_DAMAGE_MIN 32
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// Firewall (powered fireblast!)
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#define FIREWAVE_UP 80
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#define FIREWAVE_DOWN 48
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#define FIREWAVE_SPEED 320.0F // Speed of the firewall
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#define FIREWAVE_DM_SPEED 450.0F // Speed of the firewall in deathmatch
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#define FIREWAVE_PROJ_RADIUS 8.0
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#define FIREWAVE_RADIUS 20.0F // Size of each element of the firewall
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#define FIREWAVE_DRADIUS (FIREWAVE_RADIUS)
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#define FIREWAVE_DAMAGE 75 // How much damage the wall does every think.
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#define FIREWAVE_DAMAGE_MIN 50
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#define FIREWAVE_WORM_DAMAGE 30
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#define FIREWAVE_WORM_RADIUS 64.0
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// Phoenix Arrows
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#define PHOENIX_EXPLODE_DAMAGE 175 // Silver armor + 100 health ends with 13 health. Demo: 225
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#define PHOENIX_EXPLODE_RADIUS 128
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#define PHOENIX_EXPLODE_DAMAGE_POWER 300 // Gold armor + 100 health ends with 25 health. Demo: 350
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#define PHOENIX_EXPLODE_RADIUS_POWER 144
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#define PHOENIX_ARROW_SPEED 640.0F
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// Sphere of Annihilation
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#define SPHERE_DAMAGE 100
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#define SPHERE_RADIUS_MIN 48
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#define SPHERE_RADIUS_MAX 256
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#define SPHERE_BASE_MANA 6
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#define SPHERE_MANA_PER_CHARGE 1
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#define SPHERE_MAX_MANA_CHARGE 7 // For a total of 20 mana in a shot.
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#define SPHERE_MAX_CHARGES (SPHERE_MAX_MANA_CHARGE * 2) // 2 frames per charge.
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#define SPHERE_FLY_SPEED 600.0
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#define SPHERE_LASER_SPEED 320.0
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// Ripper (Iron Doom)
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#define RIPPER_DAMAGE_MIN 40
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#define RIPPER_DAMAGE_MAX 50
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#define RIPPER_BALLS 8
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#define RIPPER_BALL_ANGLE (M_PI*2.0/RIPPER_BALLS)
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#define RIPPER_BALL_BANGLE (256/RIPPER_BALLS) // NOTE: Only works if the number of balls is evenly dividable!
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#define RIPPER_EXPLODE_DAMAGE 20
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#define RIPPER_SPEED 2000.0
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#define RIPPER_EXPLODE_SPEED 500
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// Mace balls (powered up Iron Doom)
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#define MACEBALL_GRAVITY 0.5F
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#define MACEBALL_LIFE 5.0
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#define MACEBALL_EXTRALIFE 5
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#define MACEBALL_DAMAGE 1000
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#define MACEBALL_BOSS_DAMAGE 100
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1999-03-18 00:00:00 +00:00
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// tornado
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#define TORN_DUR 0.5
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#define SPIN_DUR 15.0
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#define TORN_DAMAGE 20
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1998-11-24 00:00:00 +00:00
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#define FIRE_LINGER_PLAYER_DMG_MIN 0
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#define FIRE_LINGER_PLAYER_DMG_MAX 1
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#define FIRE_LINGER_DMG_MIN 2
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#define FIRE_LINGER_DMG_MAX 3
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// ***************************************
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// ** DEFENSIVE SPELL STATS
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// ***************************************
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// Delay before you can use a defensive spell again.
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#define DEFENSE_DEBOUNCE 0.5
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// Blue Ring of repulsion
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#define RING_EFFECT_RADIUS 200.0
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#define RING_MASS_FACTOR 200.0
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#define RING_KNOCKBACK_BASE 150
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#define RING_KNOCKBACK_SCALE 200
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// Meteor Barrier
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#define METEOR_DAMAGE_MIN 35
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#define METEOR_DAMAGE_MAX 40
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#define METEOR_SEARCH_CHANCE 12
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#define METEOR_SEARCH_RADIUS 800
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// Morph ovum
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#define NUM_OF_OVUMS 6
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#define MORPH_DUR 30 // how long players / bad guys remain chickens - in seconds
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// Lightning Shield
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#define SHIELD_DAMAGE_MIN 15
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#define SHIELD_DAMAGE_MAX 20
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#define SHIELD_DURATION 23
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#define SHIELD_DAMAGE_RADIUS 96
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#define SHIELD_LIGHTNING_WIDTH 8
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#define SHIELD_ATTACK_CHANCE 3 // This is the chance of searching at all, and the chance of being zapped if found.
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// ***************************************
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// ** OTHER EFFECT STATS
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// ***************************************
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///////////////////////////////////////////
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// ITEM STUFF
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///////////////////////////////////////////
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#define BARREL_EXPLODE_DMG_MIN 10
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#define BARREL_EXPLODE_DMG_MAX 100
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#define BARREL_EXPLODE_RADIUS 128
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///////////////////////////////////////////
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// FLAME THROWER STUFF - SERVER SIDE
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///////////////////////////////////////////
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// time to move from min to max grav values - server side
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#define GRAV_MOV 1.0
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// gravity flamethrower starts with - server side
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#define MAX_GRAV 1.2
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// gravity flamethrower maxes out at - server side
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#define MIN_GRAV 0.12
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// time for flamethrower to be at its max - server side - seconds
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#define ZEN_TIME 3.0
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// damage flamethrower does at one hit
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#define FLAME_THROW_DAMAGE 10.0
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// frame update speed - server side
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#define FLAME_UPDATE_PER_SEC 0.2
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// count of number of updates per second - server side
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#define FLAME_NUM_UPDATE_PER_SEC (GRAV_MOV / FLAME_UPDATE_PER_SEC)
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// given the update speed, and the distance we have to go, and the time move from one to another,
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// get us a value to update gravity with each frame
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#define TOTAL_GRAV_MOV (MAX_GRAV - MIN_GRAV) / ((float)FLAME_NUM_UPDATE_PER_SEC)
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///////////////////////////////////////////
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// FLAME THROWER STUFF - CLIENT EFFECTS SIDE
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///////////////////////////////////////////
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// inital gravity value - client effects side. Should match cl_gravity->value
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#define FLAME_GRAV -675.0
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// gravity flamethrower starts out with - client effects side
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#define MAX_GRAV_FX FLAME_GRAV * MAX_GRAV
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// gravity flamethrower maxes out at - client effects side
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#define MIN_GRAV_FX FLAME_GRAV * MIN_GRAV
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// time for flamethrower to be at its max - client effects side - milliseconds
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#define ZEN_TIME_FX ZEN_TIME * 1000.0
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// time to move from min to max grav values - client effects side - milliseconds
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#define GRAV_MOV_FX GRAV_MOV * 1000.0
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// total distance from min to max grav
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#define TOTAL_DIST_FX ((float)MAX_GRAV_FX - (float)MIN_GRAV_FX)
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///////////////////////////////////////////
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// SCREEN SHAKE DEFINES
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///////////////////////////////////////////
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#define SHAKE_LATERAL 1
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#define SHAKE_VERTICAL 2
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#define SHAKE_DEPTH 4
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#define SHAKE_ALL_DIR 7
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///////////////////////////////////////////
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// DISTANCE DEFINES
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///////////////////////////////////////////
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1999-03-18 00:00:00 +00:00
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#define RUN_MULT 1.65
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1998-11-24 00:00:00 +00:00
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#define FAR_CLIP_DIST "4096.0"
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#define FAR_CLIP_DIST_VAL 4096.0
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#define NEAR_CLIP_DIST "64.0"
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#define NEAR_CLIP_DIST_VAL 64.0
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#define DETAIL_LOW 0
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#define DETAIL_NORMAL 1
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#define DETAIL_HIGH 2
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#define DETAIL_UBERHIGH 3
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#define DETAIL_DEFAULT "2.0"
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#define VIOLENCE_NONE 0
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#define VIOLENCE_BLOOD 1
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#define VIOLENCE_NORMAL 2
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#define VIOLENCE_ULTRA 3
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#define VIOLENCE_DEFAULT VIOLENCE_NORMAL
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#define VIOLENCE_DEFAULT_STR "2"
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///////////////////////////////////////////
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// BREATH HOLDING DURATIONS (IN SECONDS)
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///////////////////////////////////////////
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#define HOLD_BREATH_TIME 20.0
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#define M_HOLD_BREATH_TIME 12.0
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#endif // _G_PLAYSTATS_H_
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