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