
//==============================================================================
//
//    Quake 2
//

// Blaster -------------------------------------------------

Dam_Blaster             { damage  8  randomFactor 1  bMortalWound 1 }
Dam_Blaster_Splash      { damage 10  randomFactor 1  bMortalWound 1  bExplode 1  radius 7.5  bNoDamageSource 1  bNoAIBlast 1 }
Dam_Blaster_Quad        { damage 32  randomFactor 1  bMortalWound 1 }
Dam_Blaster_Quad_Splash { damage 35  randomFactor 1  bMortalWound 1  bExplode 1  radius 7.5  bNoDamageSource 1  bNoAIBlast 1 }

// HyperBlaster --------------------------------------------

// 6 ticks per shot
//Dam_HyperBlaster { damage 13  randomFactor 0.85 } // 7,8 on hard, ~4.5s to kill level 3 big pur-lins
Dam_HyperBlaster      { damage 10  randomFactor 1 } // 7 on hard, ~4.7s
Dam_HyperBlaster_Quad { damage 40  randomFactor 1 }
//Dam_HyperBlaster { damage 11  randomFactor 0.82 } // 6,7 on hard, ~5s, roughly chaingun DPS
//Dam_HyperBlaster { damage 9  randomFactor 1 } // 6 on hard, ~5.45s
//Dam_HyperBlaster { damage 8  randomFactor 1 } // 5 on hard, ~6.45s
// 7 ticks per shot
//Dam_HyperBlaster { damage 12  randomFactor 1 } // 8 on hard, ~4.8s

// Shotgun -------------------------------------------------

Dam_Shotgun_Red   { damage 4  randomFactor 0.5 } //  1,2;  2,3;  2,4  (1.4.9:  same)

//Dam_Shotgun_Green { damage 3  randomFactor 0.333333 } //  1;  1,2;  1,2  (rand 0.5 is the same)
//Dam_Shotgun_Green { damage 3  randomFactor 0.666667 } //  1;  2;  2  (1.4.9:  same)
Dam_Shotgun_Green { damage 2  randomFactor 1 } //  1;  2;  2  (1.4.9:  same)

//Dam_Shotgun_Metal { damage 2  randomFactor 0.5 } // 1; 1; 1
//Dam_Shotgun_Metal { damage 2  randomFactor 0 } // 0,1; 0,1; 0,1
Dam_Shotgun_Metal { damage 3  randomFactor 0 } //  0,1;  0,1,2;  0,1,2  (1.4.9:  same)

Dam_Shotgun_Quad_Red   { damage 10  randomFactor 1 }
Dam_Shotgun_Quad_Green { damage  8  randomFactor 1 }
Dam_Shotgun_Quad_Metal { damage  4  randomFactor 1 }

// Super Shotgun -------------------------------------------

//Dam_SShotgun { damage 6  randomFactor 0.5 } //  2,3;  3,4,5;  4,5,7
Dam_SShotgun_Red   { damage 5  randomFactor 0.6 } //  2;  3,4;  3,4,5  (1.4.9:  2;  3,4;  4,5)
//Dam_SShotgun_Green { damage 4  randomFactor 0.75 } //  2;  3;  4
Dam_SShotgun_Green { damage 4  randomFactor 0.5 } //  1,2;  2,3;  2,4  (1.4.9:  same)
//Dam_SShotgun_Metal { damage 3  randomFactor 0.666667 } //  1;  2;  2  (1.4.9:  same)
Dam_SShotgun_Metal { damage 2  randomFactor 1   } //   1;    2;    2   (1.4.9:  same)

Dam_SShotgun_Quad_Red   { damage 14  randomFactor 1 }
Dam_SShotgun_Quad_Green { damage 10  randomFactor 1 }
Dam_SShotgun_Quad_Metal { damage  8  randomFactor 1 }

// Bullet --------------------------------------------------

Dam_Bullet_Red   { damage 6  randomFactor 1 } //  4,  6,  8  (1.4.9:  same)
Dam_Bullet_Green { damage 5  randomFactor 1 } //  3,  5,  7  (1.4.9:  3,  5,  6)
//Dam_Bullet_Metal { damage 4  randomFactor 0.75 } //   2,    3.    4
//Dam_Bullet_Metal { damage 4  randomFactor 0.5  } //  1-2,  2-3,  2-4
Dam_Bullet_Metal { damage 3  randomFactor 1 } //  2,  3,  4  (1.4.9:  same)

Dam_Bullet_Quad_Red   { damage 24  randomFactor 1 }
Dam_Bullet_Quad_Green { damage 20  randomFactor 1 }
Dam_Bullet_Quad_Metal { damage 12  randomFactor 1 }

// base game:
// bullet, flesh  - 8 - 10
// bullet, metal  - 4 -  5
// shotgun, red   - 4 -  5
// shotgun, green -   3
// shotgun, metal -   2

// Explosives ----------------------------------------------

// 15 * bullet
Dam_Grenade      { damage  90  radius 20  bCauseSpecialAnimation 1  bExplode 1  randomFactor 1.0 }
Dam_Grenade_Quad { damage 360  radius 20  bCauseSpecialAnimation 1  bExplode 1  randomFactor 1.0 }
Dam_Rocket       { damage  90  radius 20  bExplode 1  randomFactor 1.0 }
Dam_Rocket_Quad  { damage 360  radius 20  bExplode 1  randomFactor 1.0 }

//==============================================================================
//
//    Turok+ Compatibility
//

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 }
// this isn't really needed; it just prevents a console warning
Dam_Explosion_Quake { damage 0  bTargetPlayer 1  bQuake 1  quakeAngle 0.075  quakeDuration 1  RangeLimit 1280 }


//-----------------------------------------------------------------------------
//
// 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
//
//-----------------------------------------------------------------------------

S_Arrow_Damage_10 {     bImpact 1     damage 20     impactDamp 15.0    impactFalloff 512.0 }

//-----------------------------------------------------------------------------
//
// 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" }

//-----------------------------------------------------------------------------
//
// 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 }
M_Shotgun_Explosion_10 {     bExplode 1     radius 10     damage 50     bNoDamageSource 1     bCauseSpecialAnimation 1     randomFactor 1.0 }
M_Tekbow_Explosion_20 {     bExplode 1     radius 20     damage 50     bNoDamageSource 1     randomFactor 1.0 }

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

// sandworm spit sizzle
// Turok+ - 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 }
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 }

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

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