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H2MOD_Halo2Final.h
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#pragma once
#ifndef H2MOD_H2FINAL
#define H2MOD_H2FINAL
class Halo2FinalSettings
{
public:
//Globals
float hitscan_projectile_velocity = 5000.f;
float magnetism_friction = 0.5f;
float magnetism_adhesion = 0.7f;
float melee_angles_y = 0.05f;
float melee_angles_p = 0.02f;
float melee_depth = 0.7f;
bool player_turn_off_melee_lunge = false;
bool player_turn_off_spawn_protection = true;
bool player_turn_off_overshield_shader = true;
//BR
float br_autoaim_angle = 0.0095f;
float br_autoaim_range = 30.f;
float br_fire_recovery_time = 0.21f;
float br_camo_ding = 0.1f;
float br_camo_regrowth_rate = 0.25f;
bool br_turn_off_crosshair_dot = false;
bool br_turn_off_contrail = false;
//Sniper
float snipe_autoaim_angle = 0.f;
float snipe_camo_ding = 1.f;
float snipe_camo_regrowth_rate = 0.25f;
//Needler
float n_rounds_per_second_min = 1.f;
float n_rounds_per_second_max = 14.5f;
float n_initial_velocity = 16.f;
float n_final_velocity = 16.f;
float n_camo_ding = 0.1f;
float n_camo_regrowth_rate = 0.25f;
//Plasma Rifle
float pr_stun = 0.3f;
float pr_max_stun = 0.3f;
float pr_stun_time = 0.2f;
float pr_initial_velocity = 18.f;
float pr_final_velocity = 18.f;
float pr_max_error_angle = 0.05f;
float pr_camo_ding = 0.1f;
float pr_camo_regrowth_rate = 0.25f;
//Rocket
float r_initial_velocity = 10.f;
float r_damage_upper_bound_min = 600.f;
float r_damage_upper_bound_max = 600.f;
float r_camo_ding = 1.f;
float r_camo_regrowth_rate = 0.25f;
//Smg
float smg_rounds_per_second_min = 15.f;
float smg_rounds_per_second_max = 15.f;
float smg_minimum_error = 0.017f;
float smg_damage_min = 4.75f;
float smg_damage_max = 4.75f;
float smg_camo_ding = 0.1f;
float smg_camo_regrowth_rate = 0.25f;
//Magnum
float mag_fire_recovery_time = 0.1f;
float mag_error_angle_min = 0.00436f;
float mag_error_angle_max = 0.0262f;
float mag_damage_lower_bound = 8.f;
float mag_damage_upper_bound_min = 8.f;
float mag_damage_upper_bound_max = 8.f;
float mag_camo_ding = 0.1f;
float mag_camo_regrowth_rate = 0.25f;
//Plasma Pistol
float pp_initial_velocity = 5.f;
float pp_final_velocity = 5.f;
float pp_guided_angular_velocity_lower = 1.39f;
float pp_guided_angular_velocity_upper = 1.39f;
float pp_heat_per_charged_shot = 0.25f;
float pp_camo_ding = 0.1f;
float pp_camo_regrowth_rate = 0.25f;
//Carbine
float car_autoaim_angle = 0.0095f;
float car_autoaim_range = 30.f;
float car_fire_recovery_time = 0.14f;
float car_error_angle = 0.f;
float car_damage = 11.f;
float car_camo_ding = 0.2;
float car_camo_regrowth_rate = 0.25f;
//Shotty
int sg_projectiles_per_shot = 15;
float sg_error_angle_min = 0.35f;
float sg_error_angle_max = 0.35f;
float sg_damage_lower_bound = 16.5f;
float sg_damage_upper_bound_min = 16.5f;
float sg_damage_upper_bound_max = 16.5f;
float sg_camo_ding = 1.f;
float sg_camo_regrowth_rate = 0.25f;
//Frag
float f_arming_time = 2.f;
float f_radius_to = 2.5f;
//Plasma Grenade
float pg_arming_time = 2.f;
//Player Spawns
float ps_max_random_spawn_bias = 0.005f;
};
class Halo2Final
{
public:
void Initialize(bool isHost);
void Dispose();
private:
Halo2FinalSettings *settings;
};
#endif