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DamageEN.cs
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public static Dictionary<Type, int[]> Damages = new Dictionary<Type, int[]>()
//[Damage Type], new int[]{[Headshot Damage], [Body Damage], <Stun Time>(60unit/s)}
{
{typeof(AT9mm), new int[2]{51, 25} },
{typeof(ATSniper), new int[2]{100, 75} },
{typeof(ATShrapnel), new int[2]{23, 17} },
{typeof(ATWagnus), new int[2]{30, 25} },
{typeof(Sharpshot), new int[3]{120, 120, 60} },
{typeof(Sniper), new int[3]{100, 100, 30} },
{typeof(Pistol), new int[2]{51, 25} },
{typeof(SnubbyPistol), new int[2]{51, 39} },
{typeof(PewPewLaser), new int[2]{34, 25} },
{typeof(LaserRifle), new int[2]{45, 31} },
{typeof(Chaingun), new int[2]{34, 25} },
{typeof(SMG), new int[2]{26, 19} },
{typeof(PlasmaBlaster), new int[2]{26, 19} },
{typeof(Shotgun), new int[2]{21, 18} },
{typeof(Blunderbuss), new int[2]{32, 24} },
{typeof(CombatShotgun), new int[2]{21, 18} },
{typeof(VirtualShotgun), new int[2]{21, 18} },
{typeof(CowboyPistol), new int[2]{94, 65} },
{typeof(Magnum), new int[2]{94, 65} },
{typeof(DuelingPistol), new int[2]{110, 110} },
{typeof(G18), new int[2]{12, 7} },
{typeof(MagBlaster), new int[2]{100, 100} },
{typeof(GrenadeLauncher), new int[2]{120, 120} },
{typeof(Musket), new int[2]{74, 61} },
{typeof(OldPistol), new int[2]{74, 61} },
{typeof(SuicidePistol), new int[2]{94, 65} },
{typeof(Bazooka), new int[2]{120, 120} },
};
internal static Dictionary<Type, int[,]> SpecialDamages = new Dictionary<Type, int[,]>()
//[Damage Type], new int[N, 3]{[ChargeLevel-N Headshot Damage], [ChargeLevel-N Body Damage], [ChargeLevel-N Stun Time](60unit/s)},
{
{typeof(ATPhaser), new int[4, 3]{
{0, 0, 0},
{25, 17, 0},
{71, 53, 20},
{120, 100, 40},
} },
};
//There are some differences in calculating the damage of grenades/mines/RCCars.
//If you are in the maximum explosion range of 7/10, Damage = 100, Stunning Time = 60
//Else Damage = 90 * (1.7 - Your range), Stunning Time = 40 * (1.7 - Your range)