/*** * * 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 #if !defined(SKILL_H) #define SKILL_H struct skilldata_t { int iSkillLevel; // game skill level // Monster Health & Damage float agruntHealth; float agruntDmgPunch; float apacheHealth; 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; float scientistHealth; float snarkHealth; float snarkDmgBite; float snarkDmgPop; float xmastHealth; float xmastDmgOneSlash; float xmastDmgBothSlash; float glennHealth; float glennDmgOneSlash; float glennDmgBothSlash; float zombieHealth; float zombieDmgOneSlash; float zombieDmgBothSlash; float sinistarHealth; float sinistarDmgOneSlash; float sinistarDmgBothSlash; float creeperHealth; float turretHealth; float miniturretHealth; float sentryHealth; // Player Weapons float plrDmgCrowbar; //float plrDmgBoomb... wait why am I doing this. 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; float plrDmgDosh; float plrDmgBeamKatana; float plrDmgFOTN; float plrDmgAK47; float plrDmgBow; float plrDmgJihad; float plrDmgStar; float plrDmgGOLDENGUN; float plrDmgModmanClient; float plrDmgModmanMonster; float plrDmgJackal; float plrDmgZAPPER; // weapons shared by monsters float monDmg9MM; float monDmgMP5; float monDmg12MM; float monDmgHornet; // health/suit charge float suitchargerCapacity; float batteryCapacity; float healthchargerCapacity; float healthkitCapacity; float scientistHeal; // monster damage adj float monHead; float monChest; float monStomach; float monLeg; float monArm; // player damage adj float plrHead; float plrChest; float plrStomach; float plrLeg; float plrArm; }; extern DLL_GLOBAL skilldata_t gSkillData; float GetSkillCvar( const char *pName ); extern DLL_GLOBAL int g_iSkillLevel; #define SKILL_EASY 1 #define SKILL_MEDIUM 2 #define SKILL_HARD 3 #endif // SKILL_H