
//==============================================================================
//
//    UT
//

// normal: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36
// hard+:  1 1 2 2 3 4 4 5 6  7  7  8  9  9 10 11 11 12 13 14 14 15 16 16 17 18 18 19 20 21 21 22 23 23 24 25
// normal: 42  45   63   87
// hard+:  29  31   44   60

Dam_Ripper_Red   { damage 15  HeadBonus 26  randomFactor 1 }
Dam_Ripper_Green { damage 10  HeadBonus 20  randomFactor 1 }
Dam_Ripper_Metal { damage  5  HeadBonus 15  randomFactor 1 }
Dam_Ripper_Alt   { damage 25  radius 15  bNoAIBlast 1  bExplode 1  randomFactor 1 }
Dam_Ripper_Red_Amp   { damage 45  HeadBonus 78  randomFactor 1 }
Dam_Ripper_Green_Amp { damage 30  HeadBonus 60  randomFactor 1 }
Dam_Ripper_Metal_Amp { damage 15  HeadBonus 45  randomFactor 1 }
Dam_Ripper_Alt_Amp   { damage 75  radius 15  bNoAIBlast 1  bExplode 1  randomFactor 1 }
// fallbacks for when T+ isn't installed
Dam_Ripper_Red_Minus   { damage 41  randomFactor 0.366 }
Dam_Ripper_Green_Minus { damage 30  randomFactor 0.334 }
Dam_Ripper_Metal_Minus { damage 20  randomFactor 0.25  }
Dam_Ripper_Red_Minus_Amp   { damage 123  randomFactor 0.366 }
Dam_Ripper_Green_Minus_Amp { damage  90  randomFactor 0.334 }
Dam_Ripper_Metal_Minus_Amp { damage  60  randomFactor 0.25  }

Dam_Enforcer_Red   { damage 10  randomFactor 1 } // hard 7
Dam_Enforcer_Green { damage  7  randomFactor 1 } // hard 4
Dam_Enforcer_Metal { damage  5  randomFactor 1 } // hard 3
Dam_Enforcer_Red_Amp   { damage 30  randomFactor 1 }
Dam_Enforcer_Green_Amp { damage 21  randomFactor 1 }
Dam_Enforcer_Metal_Amp { damage 15  randomFactor 1 }

Dam_Minigun_Red   { damage 9  randomFactor 0.78 } // 7-8, hard 4-5
Dam_Minigun_Green { damage 8  randomFactor 0.75 } // 6-7, hard 4
Dam_Minigun_Metal { damage 6  randomFactor 0.67 } // 4-5, hard 2-3
Dam_Minigun_Red_Amp   { damage 25  randomFactor 0.84 } // 21-24, hard 14-16
Dam_Minigun_Green_Amp { damage 22  randomFactor 0.82 } // 18-21, hard 12-14
Dam_Minigun_Metal_Amp { damage 16  randomFactor 0.75 } // 12-15, hard 8-10

Dam_Sniper_Flesh { damage 21  HeadBonus 29  randomFactor 1 }
Dam_Sniper_Metal { damage 11  HeadBonus 14  randomFactor 1 }
Dam_Sniper_Flesh_Amp { damage 63  HeadBonus 87  randomFactor 1 }
Dam_Sniper_Metal_Amp { damage 33  HeadBonus 42  randomFactor 1 }
// fallbacks for when T+ isn't installed
Dam_Sniper_Flesh_Minus { damage 50  randomFactor 0.42 }
Dam_Sniper_Metal_Minus { damage 25  randomFactor 0.44 }
Dam_Sniper_Flesh_Minus_Amp { damage 150  randomFactor 0.42 }
Dam_Sniper_Metal_Minus_Amp { damage  75  randomFactor 0.44 }

Dam_Shock_Beam  { damage  21  MomentumTransfer 100  bASMD 1  randomFactor 1 }
Dam_Shock_Combo { damage 125  radius 30  bNoDamageSource 1  bExplode 1  randomFactor 1 }
Dam_Shock_Beam_Amp  { damage  63  MomentumTransfer 100  bASMD 1  randomFactor 1 }
Dam_Shock_Combo_Amp { damage 375  radius 30  bNoDamageSource 1  bExplode 1  randomFactor 1 }

Dam_Pulse     { damage 12  randomFactor 1 } // hard 8: 4-shot warriors, 7-shot raptors
Dam_Pulse_Amp { damage 36  randomFactor 1 } // hard 25

Dam_Flak_Red   { damage 10  randomFactor 1 } // hard 7: 3-shot pur-lin
Dam_Flak_Green { damage  9  randomFactor 1 } // hard 6
Dam_Flak_Metal { damage  8  randomFactor 1 } // hard 5
Dam_Flak_Explosion { damage 60  radius 15  bNoAIBlast 1  bExplode 1  randomFactor 1 }
Dam_Shrapnel_Red   { damage 6  randomFactor 1 } // hard 4
Dam_Shrapnel_Green { damage 5  randomFactor 1 } // hard 3
Dam_Shrapnel_Metal { damage 3  randomFactor 1 } // hard 2
Dam_Flak_Red_Amp   { damage 30  randomFactor 1 }
Dam_Flak_Green_Amp { damage 27  randomFactor 1 }
Dam_Flak_Metal_Amp { damage 24  randomFactor 1 }
Dam_Flak_Explosion_Amp { damage 180  radius 15  bNoAIBlast 1  bExplode 1  randomFactor 1 }
Dam_Shrapnel_Red_Amp   { damage 18  randomFactor 1 }
Dam_Shrapnel_Green_Amp { damage 15  randomFactor 1 }
Dam_Shrapnel_Metal_Amp { damage  9  randomFactor 1 }

// 65 is just barely enough to destroy yellow robots with a full charge on hard; 70 is more reliable
Dam_Rocket  { damage 60  radius 20  MomentumTransfer 100  bExplode 1  randomFactor 1 }
Dam_Grenade { damage 70  radius 20  MomentumTransfer  75  bExplode 1  randomFactor 1 }
Dam_Rocket_Amp  { damage 180  radius 20  MomentumTransfer 100  bExplode 1  randomFactor 1 }
Dam_Grenade_Amp { damage 210  radius 20  MomentumTransfer  75  bExplode 1  randomFactor 1 }

Dam_Redeemer1 { damage 375  radius  30  MomentumTransfer 200  bExplode 1  randomFactor 1  bCauseSpecialAnimation 1 }
Dam_Redeemer2 { damage 375  radius  53  MomentumTransfer 200  bExplode 1  randomFactor 1 }
Dam_Redeemer3 { damage 375  radius  77  MomentumTransfer 200  bExplode 1  randomFactor 1 }
Dam_Redeemer4 { damage 375  radius 100  MomentumTransfer 200  bExplode 1  randomFactor 1 }
Dam_Redeemer1_Amp { damage 1125  radius  30  MomentumTransfer 200  bExplode 1  randomFactor 1  bCauseSpecialAnimation 1 }
Dam_Redeemer2_Amp { damage 1125  radius  53  MomentumTransfer 200  bExplode 1  randomFactor 1 }
Dam_Redeemer3_Amp { damage 1125  radius  77  MomentumTransfer 200  bExplode 1  randomFactor 1 }
Dam_Redeemer4_Amp { damage 1125  radius 100  MomentumTransfer 200  bExplode 1  randomFactor 1 }

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

Dam_Enemy_Pulse_Metal { randomFactor 1.0  damage 6 }
Dam_LH_Pulse_Red { randomFactor 1.0  damage 13 }
Dam_LH_Plasma_Splash { damage 20  randomFactor 0.9  bExplode 1  radius 10  bNoDamageSource 1  bNoAIBlast 1 }
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 }
