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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef __SUBSYS_DAMAGE_H__
#define __SUBSYS_DAMAGE_H__
/////////////////////////////////////////
// engines
/////////////////////////////////////////
#define SHIP_MIN_ENGINES_FOR_FULL_SPEED 0.5f // % engine strength below which ships start slowing down
#define SHIP_MIN_ENGINES_TO_WARP 0.3f // % engine strength required to engage warp
#define ENGINE_MIN_STR 0.15f // if engines are below this level, still contribute this percent to total
// (unless destroyed, then contribute none).
/////////////////////////////////////////
// weapons
/////////////////////////////////////////
#define SUBSYS_WEAPONS_STR_FIRE_OK 0.7f // 70% strength or better, weapons always fire
#define SUBSYS_WEAPONS_STR_FIRE_FAIL 0.2f // below 20%, weapons will not fire
/////////////////////////////////////////
// sensors - targeting
/////////////////////////////////////////
#define SENSOR_STR_TARGET_NO_EFFECTS 0.3f // % strength of sensors at which no negative effects on targeting
#define MIN_SENSOR_STR_TO_TARGET 0.2f // % strength of sensors at which targeting ceases
// to function
/////////////////////////////////////////
// sensors - radar
/////////////////////////////////////////
#define SENSOR_STR_RADAR_NO_EFFECTS 0.4f // % strength of sensors at which no negative effects on radar
#define MIN_SENSOR_STR_TO_RADAR 0.1f // % strength of sensors at which radar ceases to function
/////////////////////////////////////////
// communications
/////////////////////////////////////////
#define MIN_COMM_STR_TO_MESSAGE 0.3f // % strength of communications at which player
// is unable to use squadmate messaging
#define COMM_DESTROYED 0
#define COMM_DAMAGED 1
#define COMM_SCRAMBLED 2
#define COMM_OK 3
/////////////////////////////////////////
// navigation
/////////////////////////////////////////
#define SHIP_MIN_NAV_TO_WARP 0.3f // % navigation strength required to engage warp
/////////////////////////////////////////
// shields
/////////////////////////////////////////
#define MIN_SHIELDS_FOR_FULL_STRENGTH 0.5f // % shield subsystem strength below which shield becomes less effective
#define MIN_SHIELDS_FOR_FULL_COVERAGE 0.3f // % shield subsystem strength below which shield starts flickering
#endif
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