//-----------------------------------------------------------------------------
// Smoke39
//-----------------------------------------------------------------------------

// FLARE GUN ------------------------------------------------------------------
Dam_Flare { bFlare 1  damage 0 }

// T2 MP CROSSBOW -------------------------------------------------------------
Dam_Crossbow { damage 11  randomFactor 1  bMortalWound 1 }
// RW TEK CROSSBOW ------------------------------------------------------------
Dam_TekCrossbow_Flesh  { damage 15  randomFactor 1  StickArrow 1  bMortalWound 1 } // just enough to 3-shot warriors
Dam_TekCrossbow_0      { damage  0  randomFactor 1  StickArrow 1 }
Dam_TekCrossbow_Sniper { damage 45  randomFactor 1  StickArrow 1  bMortalWound 1 }
Dam_TekCrossbow_Tek_Sniper { damage 150  randomFactor 1 }
Dam_TekCrossbow_Sticker_Level  { damage 0  bTargetPlayer 1  StickArrow 1 }
Dam_TekCrossbow_Sticker_Corpse { damage 0  bTargetPlayer 1  StickArrow 1  bFall 1 }

// bullet:
// flesh: 8-10 avg 9
// metal: 4-5 avg 4.5

// RW MAG 60 ------------------------------------------------------------------
Dam_Mag60_Power_Flesh { damage 60  randomFactor 1 } // 6 * bullet max damage
Dam_Mag60_Power_Metal { damage 30  randomFactor 1 }

// ASSAULT RIFLE --------------------------------------------------------------
Dam_AutoAR_Red   { damage 8  randomFactor 0.75 } // 6-8 avg 7
Dam_AutoAR_Green { damage 8  randomFactor 0.75 }
Dam_AutoAR_Metal { damage 4  randomFactor 1.0  }
// T2 ASSAULT RIFLE ------------------------------------------------------------
Dam_T2AR_Red   { damage 7  randomFactor 0.7143 } // 5-7 avg 6
Dam_T2AR_Green { damage 7  randomFactor 0.7143 }
Dam_T2AR_Metal { damage 4  randomFactor 0.75 }
// RW ASSAULT RIFLE ------------------------------------------------------------
Dam_AR_RW_Red   { damage 9  randomFactor 0.78 } // 7-9 avg 8
Dam_AR_RW_Green { damage 9  randomFactor 0.78 }
Dam_AR_RW_Metal { damage 5  randomFactor 0.8 }

// original shotguns:
// red:   4-5 total 20-25
// green: 3
// metal: 2

// PUMP-ACTION ----------------------------------------------------------------
// 28,30 - 34
Dam_Shotgun_Red_Group   { damage 7  randomFactor 0.9  MomentumTransfer 20 } // 6.3-7 avg 6.65
Dam_Shotgun_Green_Group { damage 5  randomFactor 0.8  MomentumTransfer 17 }
Dam_Shotgun_Metal_Group { damage 4  randomFactor 1.0 }
Dam_Shotgun_Red_Main    { damage 6  randomFactor 0.8  MomentumTransfer 20 } // 4.8-6 avg 5.4
Dam_Shotgun_Green_Main  { damage 4  randomFactor 1.0  MomentumTransfer 17 }
Dam_Shotgun_Metal_Main  { damage 3  randomFactor 1.0 }

// AUTO SHOTGUN ---------------------------------------------------------------
Dam_AShotgun_Red_Group   { damage 6  randomFactor 0.8  MomentumTransfer 10  RangeLimit 150 }
Dam_AShotgun_Green_Group { damage 4  randomFactor 1.0  MomentumTransfer  8  RangeLimit 150 }
Dam_AShotgun_Metal_Group { damage 3  randomFactor 1.0 }
Dam_AShotgun_Red_Main    { damage 7  randomFactor 0.9  MomentumTransfer 10  RangeLimit 150 }
Dam_AShotgun_Green_Main  { damage 5  randomFactor 0.8  MomentumTransfer  8  RangeLimit 150 }
Dam_AShotgun_Metal_Main  { damage 4  randomFactor 1.0 }
Dam_DragonsBreath  { damage 10  randomFactor 1.0 }

// SUPER SHOTGUN ---------------------------------------------------------------
Dam_SuperShotgun_Red_Group   { damage 6  randomFactor 0.8  MomentumTransfer 10  RangeLimit 150 }
Dam_SuperShotgun_Green_Group { damage 4  randomFactor 1.0  MomentumTransfer  8  RangeLimit 150 }
Dam_SuperShotgun_Metal_Group { damage 3  randomFactor 1.0 }
Dam_SuperShotgun_Red_Main    { damage 5  randomFactor 0.8  MomentumTransfer 10  RangeLimit 150 }
Dam_SuperShotgun_Green_Main  { damage 4  randomFactor 1.0  MomentumTransfer  8  RangeLimit 150 }
Dam_SuperShotgun_Metal_Main  { damage 3  randomFactor 1.0 }

// SHREDDER ---------------------------------------------------------------
// same as auto shotgun, minus knockback
Dam_Shredder_Red_Group   { damage 6  randomFactor 0.8 }
Dam_Shredder_Green_Group { damage 4  randomFactor 1.0 }
Dam_Shredder_Metal_Group { damage 3  randomFactor 1.0 }
Dam_Shredder_Red_Main    { damage 7  randomFactor 0.9 }
Dam_Shredder_Green_Main  { damage 5  randomFactor 0.8 }
Dam_Shredder_Metal_Main  { damage 4  randomFactor 1.0 }
// reduced just enough to still 1-shot warriors on hard
Dam_Shredder_Explosive_Direct { damage 41  randomFactor 1.0 }
Dam_Shredder_Explosive_Splash { damage 36  randomFactor 1.0  bExplode 1  radius 40  bNoDamageSource 1  bNoAIBlast 1 }

// RW Shotgun -----------------------------------------------------------------
// main explosive pellet does damage of 2 pellets as splash if it misses
Dam_Sweeper_Splash { damage 20  randomFactor 1.0  bExplode 1  radius 10  bNoDamageSource 1  bNoAIBlast 1 }

// MINIGUN --------------------------------------------------------------------
Dam_Minigun_Red   { damage 7  randomFactor 0.9 }
Dam_Minigun_Green { damage 4  randomFactor 1.0 } // original: 2
Dam_Minigun_Metal { damage 5  randomFactor 0.8 }
Dam_Minigun_6     { damage 4  randomFactor 1.0 } // onImpact[6]: undead? (unused?)

// FIRESTORM CANNON -----------------------------------------------------------
Dam_Firestorm_Red   { damage 14  randomFactor 0.9 }
Dam_Firestorm_Green { damage  8  randomFactor 1.0 }
Dam_Firestorm_Metal { damage 10  randomFactor 0.8 }

// PULSE RIFLE ----------------------------------------------------------------
//Dam_PulseBeam { damage 21  randomFactor 1.0 } // ~1.7x - just enough to 1-shot poachers
//Dam_PulseBeam { damage 32  randomFactor 0.9 } // ~2.46x
Dam_PulseBeam { damage 26  randomFactor 0.9 } // 2x
Dam_ProtoPulse_Upgraded { damage 17  randomFactor 0.9 } // match pulse DPS at proto ROF

// PLASMA RIFLE ----------------------------------------------------------------
Dam_PlasmaBeam_Direct { damage 41  randomFactor 1.0 } // 39 is 3x, 41 is just enough to 1-shot warriors on hard
Dam_PlasmaBeam_Splash { damage 41  randomFactor 1.0  bExplode 1  radius 10  bNoDamageSource 1  bNoAIBlast 1 }
Dam_PlasmaSniperCharged { damage 41  randomFactor 1.0  bSniper 1 }
Dam_PlasmaPulse { damage 7  randomFactor 0.857 }

// CHARGE DART ----------------------------------------------------------------
Dam_ChargeDart_1 { StunTime 1.666667  StunPower 0     damage 0 } //  5.0 / 3
Dam_ChargeDart_2 { StunTime 2.5       StunPower 0.25  damage 0 } //  7.5 / 3
Dam_ChargeDart_3 { StunTime 3.333333  StunPower 0.5   damage 0 } // 10.0 / 3
Dam_ChargeDart_4 { StunTime 4.166667  StunPower 0.75  damage 0 } // 12.5 / 3
Dam_ChargeDart_5 { StunTime 5         StunPower 1     damage 0 } // 15.0 / 3

// ALIEN WEAPON ---------------------------------------------------------------
Dam_Alien_Direct  { damage 15  randomFactor 1.0  bAlienFreeze 1 }
Dam_Alien_Splash  { damage 35  randomFactor 1.0  bExplode 1  radius 20 } // original: 20 dam, 13 rad
Dam_Alien_Instant { damage 50  randomFactor 1.0  bExplode 1  radius 20 }
// BurnDamage - damage specially handled to accurately handle fractional values
// BurnFactor - set enemy on fire (1 = 1 second to full blaze; 2 = 1/2 second to full blaze; etc.)
// flame damage can only occur once per tick
Dam_Plasma_Flame { BurnDamage 1.0  BurnFactor 1.0  damage 0 }

// SUNFIRE POD ----------------------------------------------------------------
Dam_Sunfire         { Daze 2.75  radius 75  bTargetPlayer 1  damage 0 }
Dam_Sunfire_Offhand { Daze 2     radius 75  bTargetPlayer 1  damage 0 }

// ROCKET LAUNCHER ------------------------------------------------------------
Dam_Quad_Rocket { bExplode 1  radius 20  damage 60  randomFactor 0.8 }

// NUKE -----------------------------------------------------------------------
Dam_Nuke { bExplode 1  radius 80  damage 1000  randomFactor 1.0  bNuke 1  bNoAIBlast 1  bNoDamageSource 1 }

// screen shake ---------------------------------------------------------------
Dam_Fusion_Quake { damage 0  bTargetPlayer 1  bQuake 1  quakeAngle 0.1   quakeDuration 5 } // long light
//Dam_Fusion_Quake { damage 0  bTargetPlayer 1  bQuake 1  quakeAngle 0.1   quakeDuration 4.5 } // short light
Dam_Chrono_Quake { damage 0  bTargetPlayer 1  bQuake 1  quakeAngle 0.15  quakeDuration 2.75 }
// make sure ScorpionMissile::ProcessImpact() uses the same values
Dam_Explosion_Quake { damage 0  bTargetPlayer 1  bQuake 1  quakeAngle 0.075  quakeDuration 1  RangeLimit 1280 }

//=============================================================================
// Enemies

Dam_Enemy_Pulse_Metal { randomFactor 1.0  damage 6 } // S_Damage__Nudge_Target_damage_6 minus knockback

Dam_LH_Pulse_Red { randomFactor 1.0  damage 13 } // S_Damage__Nudge_Target_damage_13 minus knockback
Dam_LH_Plasma_Splash { damage 20  randomFactor 0.9  bExplode 1  radius 10  bNoDamageSource 1  bNoAIBlast 1 }
// results in 10 damage for direct hits, same as original, but with splash
Dam_Humvee_Rocket { damage 45  bExplode 1  radius 10  randomFactor 1.0 }

//-----------------------------------------------------------------------------
//
// Generic damages
//
//-----------------------------------------------------------------------------

S_Damage_Target_damage_1 {     randomFactor 1.0     damage 1 }
S_Damage_Target_damage_2 {     randomFactor 1.0     damage 2 }
S_Damage_Target_damage_3 {     randomFactor 1.0     damage 3 }
S_Damage_Target_damage_4 {     randomFactor 1.0     damage 4 }
S_Damage_Target_damage_5 {     randomFactor 0.8     damage 5 }
S_Damage_Target_damage_6 {     randomFactor 0.8     damage 6 }
S_Damage_Target_damage_7 {     randomFactor 0.9     damage 7 }
S_Damage_Target_damage_10 {     randomFactor 0.8     damage 10 }
S_Damage_Target_damage_13 {     randomFactor 0.9     damage 13 }
S_Damage_Target_damage_15 {     randomFactor 0.9     damage 15 }
S_Damage_Target_damage_20 {     randomFactor 0.9     damage 20 }
S_Damage_Target_damage_50 {     randomFactor 1.0     damage 50 }

Damage_Generic_1 {     randomFactor 1.0     damage 1 }
Damage_Generic_2 {     randomFactor 1.0     damage 2 }
Damage_Generic_3 {     randomFactor 1.0     damage 3 }
Damage_Generic_4 {     randomFactor 1.0     damage 4 }
Damage_Generic_5 {     randomFactor 0.8     damage 5 }
Damage_Generic_6 {     randomFactor 0.8     damage 6 }
Damage_Generic_7 {     randomFactor 0.9     damage 7 }
Damage_Generic_10 {     randomFactor 0.8     damage 10 }
Damage_Generic_13 {     randomFactor 0.9     damage 13 }
Damage_Generic_15 {     randomFactor 0.9     damage 15 }
Damage_Generic_20 {     randomFactor 0.9     damage 20 }
Damage_Generic_50 {     randomFactor 1.0     damage 50 }

//-----------------------------------------------------------------------------
//
// Turok Arrow
//
//-----------------------------------------------------------------------------

// Smoke39 - increase damage by 2 (1 for fully-charged arrows), so poachers can be 2-shot on Hard+
// also add capability to cause mortal wound drops
S_Arrow_Damage_10 { bImpact 1  damage 22  impactDamp 15.0  impactFalloff 512.0  bMortalWound 1 }

//-----------------------------------------------------------------------------
//
// Melee Damage
//
//-----------------------------------------------------------------------------

Damage_Blunt_2 {     randomFactor 1.0     damage 2     sound "sounds/shaders/generic_81_kick_impact.ksnd" }
Damage_Blunt_3 {     randomFactor 1.0     damage 3     sound "sounds/shaders/generic_81_kick_impact.ksnd" }
Damage_Blunt_5 {     randomFactor 0.9     damage 5     sound "sounds/shaders/generic_81_kick_impact.ksnd" }
Damage_Blunt_10 {     randomFactor 0.9     damage 10     sound "sounds/shaders/generic_81_kick_impact.ksnd" }
Damage_Blunt_15 {     randomFactor 0.9     damage 15     sound "sounds/shaders/generic_81_kick_impact.ksnd" }
Damage_Blunt_20 {     randomFactor 0.9     damage 20     sound "sounds/shaders/generic_81_kick_impact.ksnd" }
Damage_Blunt_30 {     randomFactor 0.9     damage 30     sound "sounds/shaders/generic_81_kick_impact.ksnd" }
Damage_Flesh_3 {     randomFactor 1.0     damage 3     sound "sounds/shaders/tomahawk_impact_flesh.ksnd" }
Damage_Flesh_5 {     randomFactor 0.9     damage 5     sound "sounds/shaders/tomahawk_impact_flesh.ksnd" }
terrorraptor_attack { damage 300 sound "sounds/shaders/tomahawk_impact_flesh.ksnd" }

//-----------------------------------------------------------------------------
//
// Explosion damages
//
//-----------------------------------------------------------------------------

M_Plyr_Explosion_rad_0 {     bExplode 1     radius 5     damage 50     randomFactor 1.0 }
M_Plyr_Explosion_rad_10 {     bExplode 1     radius 10     damage 50     randomFactor 1.0 }
M_Plyr_Explosion_rad_15 {     bExplode 1     radius 15     damage 50     randomFactor 1.0 }
M_Plyr_Explosion_rad_30 {     bExplode 1     radius 30     damage 50     bCauseSpecialAnimation 1     randomFactor 1.0 }
M_Enemy_Explosion_10_hit_rad_0 {     bExplode 1     radius 0     damage 10     randomFactor 1.0 }
M_Enemy_Explosion_10_hit_rad_10 {     bExplode 1     radius 10     damage 10     randomFactor 1.0 }
M_Enemy_Explosion_10_hit_rad_15 {     bExplode 1     radius 15     damage 10     randomFactor 1.0 }
M_Enemy_Explosion_10_hit_rad_20 {     bExplode 1     radius 20     damage 10     randomFactor 1.0 }
M_Enemy_Explosion_10_hit_rad_25 {     bExplode 1     radius 25     damage 10     randomFactor 1.0 }
M_Enemy_Explosion_10_hit_rad_40 {     bExplode 1     radius 40     damage 10     randomFactor 1.0 }
M_Enemy_Explosion_15_hit_rad_10 {     bExplode 1     radius 10     damage 15     randomFactor 1.0 }
M_Enemy_Explosion_15_hit_rad_15 {     bExplode 1     radius 15     damage 15     randomFactor 1.0 }
M_Enemy_Explosion_15_hit_rad_25 {     bExplode 1     radius 25     damage 15     randomFactor 1.0 }
M_Enemy_Explosion_20_hit_rad_0 {     bExplode 1     radius 0     damage 20     randomFactor 0.9 }
M_Enemy_Explosion_20_hit_rad_10 {     bExplode 1     radius 10     damage 20     randomFactor 0.9 }
M_Plyr_Explosion_20_hit_rad_13 {     bExplode 1     radius 13     damage 20     randomFactor 1.0 }
M_Plyr_Explosion_20_hit_rad_30 {     bExplode 1     radius 30     damage 30     randomFactor 1.0 }
M_Plyr_Explosion_30_hit_rad_0 {     bExplode 1     radius 0     damage 60     randomFactor 0.8 }
M_Plyr_Explosion_30_hit_rad_20 {     bExplode 1     radius 20     damage 60     randomFactor 0.8 }
M_Plyr_Explosion_30_hit_rad_30 {     bExplode 1     radius 30     damage 60     randomFactor 0.8 }
M_Plyr_Explosion_30_hit_rad_40 {     bExplode 1     radius 40     damage 30     randomFactor 0.8 }
M_Plyr_Explosion_100_hit_rad_20 {     bExplode 1     radius 20     damage 100     randomFactor 1.0 }
M_Plyr_Explosion_100_hit_rad_30 {     bExplode 1     radius 30     damage 100     bCauseSpecialAnimation 1     randomFactor 1.0 }
// Smoke39 - add bNoAIBlast to both, remove bCauseSpecialAnimation from shotgun
M_Shotgun_Explosion_10 { bExplode 1  radius 10  damage 50  bNoDamageSource 1  bNoAIBlast 1  randomFactor 1.0 }
M_Tekbow_Explosion_20 { bExplode 1  radius 20  damage 50  bNoDamageSource 1  bNoAIBlast 1  randomFactor 1.0 }

//-----------------------------------------------------------------------------
//
// Misc/Unknown
//
//-----------------------------------------------------------------------------

// sandworm spit sizzle
// Smoke39 - change from thwack to sizzle sound
M_Damage___1_pt_AI_1 {     randomFactor 1.0     sound "sounds/shaders/generic_95_mantis_spit_injure.ksnd"     damage 1 }
M_Damage___1_pt_AI_5 {     randomFactor 1.0     sound "sounds/shaders/generic_81_kick_impact.ksnd"     damage 5 }
M_Damage___1_pt_AI_7 {     randomFactor 1.0     sound "sounds/shaders/generic_81_kick_impact.ksnd"     damage 7 }
M_Damage___10_pt_AI_0 {     randomFactor 1.0     sound "sounds/shaders/generic_81_kick_impact.ksnd"     damage 0 }
M_Damage__10_pt_AI_10 {     randomFactor 1.0     sound "sounds/shaders/generic_81_kick_impact.ksnd"     damage 10 }
M_Damage__50_pt_AI_10 {     randomFactor 1.0     sound "sounds/shaders/generic_81_kick_impact.ksnd"     damage 50 }
M_Damage_100_pt_AI_10 {     randomFactor 1.0     sound "sounds/shaders/generic_81_kick_impact.ksnd"     damage 100 }
M_Smart_Bomb_damage_80 {     bExplode 1     bNoDamageSource 1     radius 80     randomFactor 1.0     damage 1000 }
S_Damage__Nudge_Target_damage_2 {     randomFactor 1.0     bKnockback 1     knockBackForce 15.0     damage 2 }
S_Damage__Nudge_Target_damage_4 {     randomFactor 1.0     bKnockback 1     knockBackForce 15.0     damage 4 }
S_Damage__Nudge_Target_damage_5 {     randomFactor 1.0     bKnockback 1     knockBackForce 15.0     damage 5 }
S_Damage__Nudge_Target_damage_6 {     randomFactor 1.0     bKnockback 1     knockBackForce 15.0     damage 6 }
S_Damage__Nudge_Target_damage_10 {     randomFactor 1.0     bKnockback 1     knockBackForce 15.0     damage 10 }
S_Damage__Nudge_Target_damage_13 {     randomFactor 1.0     bKnockback 1     knockBackForce 15.0     damage 13 }
S_Damage__Nudge_Target_damage_15 {     randomFactor 1.0     bKnockback 1     knockBackForce 15.0     bCauseSpecialAnimation 1     damage 15 }
S_Damage__Nudge_Target_damage_20 {     randomFactor 0.9     bKnockback 1     knockBackForce 15.0     damage 20 }
// mantis spit sizzle
M_Particle_Damage_1_pt_AI_1 {     randomFactor 1.0     sound "sounds/shaders/generic_95_mantis_spit_injure.ksnd"     soundInterval 3     damage 1     range 1.0 }
M_Shove_with_camera_rad_30 { bExplode 1  radius 30  damage 0  bShove 1 }

//-----------------------------------------------------------------------------
//
// Accelerator damages
//
//-----------------------------------------------------------------------------
/*
M_Freeze_rad_0 {     randomFactor 1.0     bAccelerator 1     damage 0     bNoDamageSource 1     bExplode 1     bNoAIBlast 1     radius 0 }
M_Freeze_rad_10 {     randomFactor 1.0     bAccelerator 1     damage 10     bNoDamageSource 1     bExplode 1     bNoAIBlast 1     radius 10 }
M_Freeze_rad_20 {     randomFactor 1.0     bAccelerator 1     damage 20     bNoDamageSource 1     bExplode 1     bNoAIBlast 1     radius 20 }
M_Freeze_rad_30 {     randomFactor 1.0     bAccelerator 1     damage 40     bNoDamageSource 1     bExplode 1     bNoAIBlast 1     radius 30 }
M_Freeze_rad_60 {     randomFactor 1.0     bAccelerator 1     damage 80     bNoDamageSource 1     bExplode 1     bNoAIBlast 1     radius 60 }
M_Freeze_rad_75 {     randomFactor 1.0     bAccelerator 1     damage 120     bNoDamageSource 1     bExplode 1     bNoAIBlast 1     radius 75 }
*/
// Smoke39 - all new shockwave weapon radii
M_Freeze_rad_10 { bNoDamageSource 1  bExplode 1  bNoAIBlast 1  bAccelerator 1  randomFactor 1.0  damage 10   radius 25 }
M_Freeze_rad_20 { bNoDamageSource 1  bExplode 1  bNoAIBlast 1  bAccelerator 1  randomFactor 1.0  damage 20   radius 45 }
M_Freeze_rad_30 { bNoDamageSource 1  bExplode 1  bNoAIBlast 1  bAccelerator 1  randomFactor 1.0  damage 40   radius 60 }
M_Freeze_rad_60 { bNoDamageSource 1  bExplode 1  bNoAIBlast 1  bAccelerator 1  randomFactor 1.0  damage 80   radius 70 }
M_Freeze_rad_75 { bNoDamageSource 1  bExplode 1  bNoAIBlast 1  bAccelerator 1  randomFactor 1.0  damage 120  radius 75 }


//-----------------------------------------------------------------------------
//
// Screen Tremors
//
//-----------------------------------------------------------------------------

S_Screen_Tremor_2 { damage 0 bTargetPlayer 1 bQuake 1 }
S_Screen_Tremor_3 { damage 0 bTargetPlayer 1 bQuake 1 }
