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https://github.com/scp-fs2open/fs2open.github.com.git
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@4022 387891d4-d844-0410-90c0-e4c51a9137d3
121 lines
4.1 KiB
C
121 lines
4.1 KiB
C
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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/*
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* $Logfile: /Freespace2/code/Ship/SubsysDamage.h $
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* $Revision: 2.5 $
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* $Date: 2007-02-12 01:24:18 $
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* $Author: Goober5000 $
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*
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* Header file for various subystem damage defines
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.4 2007/02/11 21:42:41 Goober5000
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* change a number to a constant
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*
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* Revision 2.3 2005/11/24 08:46:10 Goober5000
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* * cleaned up mission_do_departure
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* * fixed a hidden crash (array index being -1; would only
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* be triggered for ships w/o subspace drives under certain conditions)
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* * removed finding a new fighterbay target because it might screw up missions
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* * improved clarity, code flow, and readability :)
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* * added custom AI flag for disabling warpouts if navigation subsystem fails
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* --Goober5000
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*
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* Revision 2.2 2005/07/13 03:35:30 Goober5000
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* remove PreProcDefine #includes in FS2
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* --Goober5000
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*
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* Revision 2.1 2004/08/11 05:06:34 Kazan
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* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
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*
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* Revision 2.0 2002/06/03 04:02:29 penguin
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* Warpcore CVS sync
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*
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* Revision 1.1 2002/05/02 18:03:13 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 2 10/07/98 10:53a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:51a Dave
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*
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* 4 4/07/98 5:30p Lawrance
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* Player can't send/receive messages when comm is destroyed. Garble
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* messages when comm is damaged.
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*
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* 3 10/13/97 7:42p Lawrance
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* added MIN_COMM_STR_RECEIVE_OK
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*
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* 2 10/11/97 6:38p Lawrance
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* move subsys damage #defines to SubsysDamage.h
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*
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* 1 10/10/97 7:57p Lawrance
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*
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* $NoKeywords: $
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*/
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#ifndef __SUBSYS_DAMAGE_H__
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#define __SUBSYS_DAMAGE_H__
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/////////////////////////////////////////
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// engines
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/////////////////////////////////////////
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#define SHIP_MIN_ENGINES_FOR_FULL_SPEED 0.5f // % engine strength below which ships start slowing down
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#define SHIP_MIN_ENGINES_TO_WARP 0.3f // % engine strength required to engage warp
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#define ENGINE_MIN_STR 0.15f // if engines are below this level, still contribute this percent to total
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// (unless destroyed, then contribute none).
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/////////////////////////////////////////
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// weapons
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/////////////////////////////////////////
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#define SUBSYS_WEAPONS_STR_FIRE_OK 0.7f // 70% strength or better, weapons always fire
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#define SUBSYS_WEAPONS_STR_FIRE_FAIL 0.2f // below 20%, weapons will not fire
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/////////////////////////////////////////
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// sensors - targeting
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/////////////////////////////////////////
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#define SENSOR_STR_TARGET_NO_EFFECTS 0.3f // % strength of sensors at which no negative effects on targeting
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#define MIN_SENSOR_STR_TO_TARGET 0.2f // % strength of sensors at which targeting ceases
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// to function
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/////////////////////////////////////////
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// sensors - radar
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/////////////////////////////////////////
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#define SENSOR_STR_RADAR_NO_EFFECTS 0.4f // % strength of sensors at which no negative effects on radar
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#define MIN_SENSOR_STR_TO_RADAR 0.1f // % strength of sensors at which radar ceases to function
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/////////////////////////////////////////
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// communications
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/////////////////////////////////////////
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#define MIN_COMM_STR_TO_MESSAGE 0.3f // % strength of communications at which player
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// is unable to use squadmate messaging
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#define COMM_DESTROYED 0
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#define COMM_DAMAGED 1
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#define COMM_OK 2
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/////////////////////////////////////////
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// navigation
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/////////////////////////////////////////
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#define SHIP_MIN_NAV_TO_WARP 0.3f // % navigation strength required to engage warp
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/////////////////////////////////////////
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// shields
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/////////////////////////////////////////
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#define MIN_SHIELDS_FOR_FULL_STRENGTH 0.5f // % shield subsystem strength below which shield becomes less effective
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#define MIN_SHIELDS_FOR_FULL_COVERAGE 0.3f // % shield subsystem strength below which shield starts flickering
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#endif
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