Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//=========================================================
// skill.h - skill level concerns
//=========================================================
#pragma once
#ifndef SKILL_H
#define SKILL_H
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struct skilldata_t
{
int iSkillLevel; // game skill level
// Monster Health & Damage
float agruntHealth;
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float agruntDmgPunch;
float apacheHealth;
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float barneyHealth;
float bigmommaHealthFactor; // Multiply each node's health by this
float bigmommaDmgSlash; // melee attack damage
float bigmommaDmgBlast; // mortar attack damage
float bigmommaRadiusBlast; // mortar attack radius
float bullsquidHealth;
float bullsquidDmgBite;
float bullsquidDmgWhip;
float bullsquidDmgSpit;
float gargantuaHealth;
float gargantuaDmgSlash;
float gargantuaDmgFire;
float gargantuaDmgStomp;
float hassassinHealth;
float headcrabHealth;
float headcrabDmgBite;
float hgruntHealth;
float hgruntDmgKick;
float hgruntShotgunPellets;
float hgruntGrenadeSpeed;
float houndeyeHealth;
float houndeyeDmgBlast;
float slaveHealth;
float slaveDmgClaw;
float slaveDmgClawrake;
float slaveDmgZap;
float ichthyosaurHealth;
float ichthyosaurDmgShake;
float leechHealth;
float leechDmgBite;
float controllerHealth;
float controllerDmgZap;
float controllerSpeedBall;
float controllerDmgBall;
float nihilanthHealth;
float nihilanthZap;
#ifdef MOBILE_HACKS
// Absolute Redemption
float royHealth;
#endif // MOBILE_HACKS
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float scientistHealth;
float snarkHealth;
float snarkDmgBite;
float snarkDmgPop;
float zombieHealth;
float zombieDmgOneSlash;
float zombieDmgBothSlash;
float turretHealth;
float miniturretHealth;
float sentryHealth;
// Player Weapons
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float plrDmgCrowbar;
float plrDmg9MM;
float plrDmg357;
float plrDmgMP5;
float plrDmgM203Grenade;
float plrDmgBuckshot;
float plrDmgCrossbowClient;
float plrDmgCrossbowMonster;
float plrDmgRPG;
float plrDmgGauss;
float plrDmgEgonNarrow;
float plrDmgEgonWide;
float plrDmgHornet;
float plrDmgHandGrenade;
float plrDmgSatchel;
float plrDmgTripmine;
// weapons shared by monsters
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float monDmg9MM;
float monDmgMP5;
float monDmg12MM;
float monDmgHornet;
// health/suit charge
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float suitchargerCapacity;
float batteryCapacity;
float healthchargerCapacity;
float healthkitCapacity;
float scientistHeal;
// monster damage adj
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float monHead;
float monChest;
float monStomach;
float monLeg;
float monArm;
// player damage adj
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float plrHead;
float plrChest;
float plrStomach;
float plrLeg;
float plrArm;
};
extern DLL_GLOBAL skilldata_t gSkillData;
float GetSkillCvar( const char *pName );
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extern DLL_GLOBAL int g_iSkillLevel;
#define SKILL_EASY 1
#define SKILL_MEDIUM 2
#define SKILL_HARD 3
#endif // SKILL_H