mirror of
https://bitbucket.org/seefoe/dsrc.git
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285 lines
9.8 KiB
Plaintext
285 lines
9.8 KiB
Plaintext
/***********************
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* !!!!!! If you move this file, you will need to change combat_engine.java !!!!!!!!!!
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**********************/
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// max range we allow combat to happen in and max range melee range happens in have been moved to combat_engine.java because they are now GameServer configuration options
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// base to hit number
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const int toHitNumber = 75;
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// To Hit Consts
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const float baseToHit = 90.0f;
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const float maxToHit = 95.0f;
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const float minToHit = 60.0f;
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const float toHitScale = 50.0f;
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const float toHitStep = 5.0f;
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const float damageScale = 1500.0f;
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// mods for attacker aims DEPRACATED
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const int[] aimAttackMods = {
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10, 25, 45
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};
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// these values are multiplied times any attacker locomotion mod for the attacker's weapon type
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const float[] weaponTypeAttackLocomotionMultipliers = {
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2.5f, // WEAPON_TYPE_RIFLE
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2.0f, // WEAPON_TYPE_LIGHT_RIFLE
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1.5f, // WEAPON_TYPE_PISTOL
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3.0f, // WEAPON_TYPE_HEAVY
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1.0f, // WEAPON_TYPE_1HAND_MELEE
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1.0f, // WEAPON_TYPE_2HAND_MELEE
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1.0f, // WEAPON_TYPE_UNARMED
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1.0f, // WEAPON_TYPE_POLEARM
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1.0f, // WEAPON_TYPE_THROWN
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1.0f, // WEAPON_TYPE_WT_1HAND_LIGHTSABER
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1.0f, // WEAPON_TYPE_WT_2HAND_LIGHTSABER
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1.0f // WEAPON_TYPE_WT_POLEARM_LIGHTSABER
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};
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//attack locomotion mod defnitions
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const int RANGED_STANDING_ATTACK_MOD = 0;
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const int RANGED_SNEAKING_ATTACK_MOD = -6;
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const int RANGED_WALKING_ATTACK_MOD = -40;
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const int RANGED_RUNNING_ATTACK_MOD = -60;
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const int RANGED_KNEELING_ATTACK_MOD = 15;
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const int RANGED_CROUCH_SNEAKING_ATTACK_MOD = 0;
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const int RANGED_CROUCH_WALKING_ATTACK_MOD = 0;
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const int RANGED_PRONE_ATTACK_MOD = 30;
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const int RANGED_CRAWLING_ATTACK_MOD = -80;
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const int RANGED_CLIMBING_STATIONARY_ATTACK_MOD = 0;
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const int RANGED_CLIMBING_ATTACK_MOD = 0;
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const int RANGED_FLOATING_ATTACK_MOD = 0;
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const int RANGED_SWIMMING_SURFACE_ATTACK_MOD = 0;
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const int RANGED_SWIMMING_UNDERWATER_ATTACK_MOD = 0;
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const int RANGED_HOVERING_ATTACK_MOD = 0;
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const int RANGED_FLYING_ATTACK_MOD = -10;
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const int RANGED_LYING_DOWN_ATTACK_MOD = 0;
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const int RANGED_SITTING_ATTACK_MOD = 0;
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const int RANGED_SKILL_ANIMATING_ATTACK_MOD = 0;
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const int RANGED_DRIVING_VEHICLE_ATTACK_MOD = 0;
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const int RANGED_RIDING_CREATURE_ATTACK_MOD = 0;
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const int RANGED_KNOCKED_DOWN_ATTACK_MOD = 0;
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const int RANGED_INCAPACITATED_ATTACK_MOD = 0;
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const int RANGED_BLOCKING_ATTACK_MOD = 0;
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const int RANGED_DEAD_ATTACK_MOD = 0;
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// attack mods for attacker motion
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const int[] rangedLocomotionAttackMod = {
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RANGED_STANDING_ATTACK_MOD,
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RANGED_SNEAKING_ATTACK_MOD,
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RANGED_WALKING_ATTACK_MOD,
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RANGED_RUNNING_ATTACK_MOD,
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RANGED_KNEELING_ATTACK_MOD,
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RANGED_CROUCH_SNEAKING_ATTACK_MOD,
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RANGED_CROUCH_WALKING_ATTACK_MOD,
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RANGED_PRONE_ATTACK_MOD,
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RANGED_CRAWLING_ATTACK_MOD,
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RANGED_CLIMBING_STATIONARY_ATTACK_MOD,
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RANGED_CLIMBING_ATTACK_MOD,
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RANGED_FLOATING_ATTACK_MOD,
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RANGED_SWIMMING_SURFACE_ATTACK_MOD,
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RANGED_SWIMMING_UNDERWATER_ATTACK_MOD,
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RANGED_HOVERING_ATTACK_MOD,
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RANGED_FLYING_ATTACK_MOD,
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RANGED_LYING_DOWN_ATTACK_MOD,
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RANGED_SITTING_ATTACK_MOD,
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RANGED_SKILL_ANIMATING_ATTACK_MOD,
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RANGED_DRIVING_VEHICLE_ATTACK_MOD,
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RANGED_RIDING_CREATURE_ATTACK_MOD,
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RANGED_KNOCKED_DOWN_ATTACK_MOD,
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RANGED_INCAPACITATED_ATTACK_MOD,
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RANGED_DEAD_ATTACK_MOD,
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RANGED_BLOCKING_ATTACK_MOD
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};
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//defense const locomotion mods
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const int RANGED_STANDING_DEFENSE_MOD = -10;
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const int RANGED_SNEAKING_DEFENSE_MOD = 5;
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const int RANGED_WALKING_DEFENSE_MOD = 25;
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const int RANGED_RUNNING_DEFENSE_MOD = 45;
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const int RANGED_KNEELING_DEFENSE_MOD = 0;
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const int RANGED_CROUCH_SNEAKING_DEFENSE_MOD = 0;
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const int RANGED_CROUCH_WALKING_DEFENSE_MOD = 0;
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const int RANGED_PRONE_DEFENSE_MOD = 25;
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const int RANGED_CRAWLING_DEFENSE_MOD = 5;
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const int RANGED_CLIMBING_STATIONARY_DEFENSE_MOD = 0;
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const int RANGED_CLIMBING_DEFENSE_MOD = 0;
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const int RANGED_FLOATING_DEFENSE_MOD = 0;
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const int RANGED_SWIMMING_SURFACE_DEFENSE_MOD = 0;
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const int RANGED_SWIMMING_UNDERWATER_DEFENSE_MOD = 0;
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const int RANGED_HOVERING_DEFENSE_MOD = -5;
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const int RANGED_FLYING_DEFENSE_MOD = -10;
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const int RANGED_LYING_DOWN_DEFENSE_MOD = 0;
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const int RANGED_SITTING_DEFENSE_MOD = 0;
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const int RANGED_SKILL_ANIMATING_DEFENSE_MOD = 0;
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const int RANGED_DRIVING_VEHICLE_DEFENSE_MOD = 0;
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const int RANGED_RIDING_CREATURE_DEFENSE_MOD = 0;
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const int RANGED_KNOCKED_DOWN_DEFENSE_MOD = -15;
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const int RANGED_INCAPACITATED_DEFENSE_MOD = 0;
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const int RANGED_DEAD_DEFENSE_MOD = 0;
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const int RANGED_BLOCKING_DEFENSE_MOD = 0;
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// defense mods for defender motion
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const int[] rangedLocomotionDefenseMod = {
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RANGED_STANDING_DEFENSE_MOD,
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RANGED_SNEAKING_DEFENSE_MOD,
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RANGED_WALKING_DEFENSE_MOD,
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RANGED_RUNNING_DEFENSE_MOD,
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RANGED_KNEELING_DEFENSE_MOD,
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RANGED_CROUCH_SNEAKING_DEFENSE_MOD,
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RANGED_CROUCH_WALKING_DEFENSE_MOD,
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RANGED_PRONE_DEFENSE_MOD,
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RANGED_CRAWLING_DEFENSE_MOD,
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RANGED_CLIMBING_STATIONARY_DEFENSE_MOD,
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RANGED_CLIMBING_DEFENSE_MOD,
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RANGED_FLOATING_DEFENSE_MOD,
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RANGED_SWIMMING_SURFACE_DEFENSE_MOD,
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RANGED_SWIMMING_UNDERWATER_DEFENSE_MOD,
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RANGED_HOVERING_DEFENSE_MOD,
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RANGED_FLYING_DEFENSE_MOD,
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RANGED_LYING_DOWN_DEFENSE_MOD,
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RANGED_SITTING_DEFENSE_MOD,
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RANGED_SKILL_ANIMATING_DEFENSE_MOD,
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RANGED_DRIVING_VEHICLE_DEFENSE_MOD,
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RANGED_RIDING_CREATURE_DEFENSE_MOD,
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RANGED_KNOCKED_DOWN_DEFENSE_MOD,
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RANGED_INCAPACITATED_DEFENSE_MOD,
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RANGED_DEAD_DEFENSE_MOD,
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RANGED_BLOCKING_DEFENSE_MOD
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};
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//attack locomotion mod defnitions
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const int MELEE_STANDING_ATTACK_MOD = 0;
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const int MELEE_SNEAKING_ATTACK_MOD = -20;
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const int MELEE_WALKING_ATTACK_MOD = 10;
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const int MELEE_RUNNING_ATTACK_MOD = 25;
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const int MELEE_KNEELING_ATTACK_MOD = -20;
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const int MELEE_CROUCH_SNEAKING_ATTACK_MOD = 0;
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const int MELEE_CROUCH_WALKING_ATTACK_MOD = 0;
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const int MELEE_PRONE_ATTACK_MOD = -90;
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const int MELEE_CRAWLING_ATTACK_MOD = -90;
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const int MELEE_CLIMBING_STATIONARY_ATTACK_MOD = 0;
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const int MELEE_CLIMBING_ATTACK_MOD = 0;
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const int MELEE_FLOATING_ATTACK_MOD = 0;
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const int MELEE_SWIMMING_SURFACE_ATTACK_MOD = 0;
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const int MELEE_SWIMMING_UNDERWATER_ATTACK_MOD = 0;
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const int MELEE_HOVERING_ATTACK_MOD = 0;
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const int MELEE_FLYING_ATTACK_MOD = -10;
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const int MELEE_LYING_DOWN_ATTACK_MOD = 0;
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const int MELEE_SITTING_ATTACK_MOD = 0;
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const int MELEE_SKILL_ANIMATING_ATTACK_MOD = 0;
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const int MELEE_DRIVING_VEHICLE_ATTACK_MOD = 0;
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const int MELEE_RIDING_CREATURE_ATTACK_MOD = 0;
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const int MELEE_KNOCKED_DOWN_ATTACK_MOD = 0;
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const int MELEE_INCAPACITATED_ATTACK_MOD = 0;
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const int MELEE_BLOCKING_ATTACK_MOD = 0;
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const int MELEE_DEAD_ATTACK_MOD = 0;
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// attack mods for attacker motion
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const int[] meleeLocomotionAttackMod = {
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MELEE_STANDING_ATTACK_MOD,
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MELEE_SNEAKING_ATTACK_MOD,
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MELEE_WALKING_ATTACK_MOD,
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MELEE_RUNNING_ATTACK_MOD,
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MELEE_KNEELING_ATTACK_MOD,
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MELEE_CROUCH_SNEAKING_ATTACK_MOD,
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MELEE_CROUCH_WALKING_ATTACK_MOD,
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MELEE_PRONE_ATTACK_MOD,
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MELEE_CRAWLING_ATTACK_MOD,
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MELEE_CLIMBING_STATIONARY_ATTACK_MOD,
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MELEE_CLIMBING_ATTACK_MOD,
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MELEE_FLOATING_ATTACK_MOD,
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MELEE_SWIMMING_SURFACE_ATTACK_MOD,
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MELEE_SWIMMING_UNDERWATER_ATTACK_MOD,
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MELEE_HOVERING_ATTACK_MOD,
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MELEE_FLYING_ATTACK_MOD,
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MELEE_LYING_DOWN_ATTACK_MOD,
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MELEE_SITTING_ATTACK_MOD,
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MELEE_SKILL_ANIMATING_ATTACK_MOD,
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MELEE_DRIVING_VEHICLE_ATTACK_MOD,
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MELEE_RIDING_CREATURE_ATTACK_MOD,
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MELEE_KNOCKED_DOWN_ATTACK_MOD,
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MELEE_INCAPACITATED_ATTACK_MOD,
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MELEE_DEAD_ATTACK_MOD,
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MELEE_BLOCKING_ATTACK_MOD
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};
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//defense const locomotion mods
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const int MELEE_STANDING_DEFENSE_MOD = 0;
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const int MELEE_SNEAKING_DEFENSE_MOD = 0;
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const int MELEE_WALKING_DEFENSE_MOD = 10;
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const int MELEE_RUNNING_DEFENSE_MOD = 25;
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const int MELEE_KNEELING_DEFENSE_MOD = -20;
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const int MELEE_CROUCH_SNEAKING_DEFENSE_MOD = 0;
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const int MELEE_CROUCH_WALKING_DEFENSE_MOD = 0;
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const int MELEE_PRONE_DEFENSE_MOD = -80;
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const int MELEE_CRAWLING_DEFENSE_MOD = -95;
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const int MELEE_CLIMBING_STATIONARY_DEFENSE_MOD = 0;
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const int MELEE_CLIMBING_DEFENSE_MOD = 0;
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const int MELEE_FLOATING_DEFENSE_MOD = 0;
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const int MELEE_SWIMMING_SURFACE_DEFENSE_MOD = 0;
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const int MELEE_SWIMMING_UNDERWATER_DEFENSE_MOD = 0;
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const int MELEE_HOVERING_DEFENSE_MOD = -5;
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const int MELEE_FLYING_DEFENSE_MOD = -40;
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const int MELEE_LYING_DOWN_DEFENSE_MOD = 0;
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const int MELEE_SITTING_DEFENSE_MOD = 0;
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const int MELEE_SKILL_ANIMATING_DEFENSE_MOD = 0;
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const int MELEE_DRIVING_VEHICLE_DEFENSE_MOD = 0;
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const int MELEE_RIDING_CREATURE_DEFENSE_MOD = 0;
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const int MELEE_KNOCKED_DOWN_DEFENSE_MOD = -15;
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const int MELEE_INCAPACITATED_DEFENSE_MOD = 0;
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const int MELEE_DEAD_DEFENSE_MOD = 0;
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const int MELEE_BLOCKING_DEFENSE_MOD = 0;
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// defense mods for defender motion
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const int[] meleeLocomotionDefenseMod = {
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MELEE_STANDING_DEFENSE_MOD,
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MELEE_SNEAKING_DEFENSE_MOD,
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MELEE_WALKING_DEFENSE_MOD,
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MELEE_RUNNING_DEFENSE_MOD,
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MELEE_KNEELING_DEFENSE_MOD,
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MELEE_CROUCH_SNEAKING_DEFENSE_MOD,
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MELEE_CROUCH_WALKING_DEFENSE_MOD,
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MELEE_PRONE_DEFENSE_MOD,
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MELEE_CRAWLING_DEFENSE_MOD,
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MELEE_CLIMBING_STATIONARY_DEFENSE_MOD,
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MELEE_CLIMBING_DEFENSE_MOD,
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MELEE_FLOATING_DEFENSE_MOD,
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MELEE_SWIMMING_SURFACE_DEFENSE_MOD,
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MELEE_SWIMMING_UNDERWATER_DEFENSE_MOD,
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MELEE_HOVERING_DEFENSE_MOD,
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MELEE_FLYING_DEFENSE_MOD,
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MELEE_LYING_DOWN_DEFENSE_MOD,
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MELEE_SITTING_DEFENSE_MOD,
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MELEE_SKILL_ANIMATING_DEFENSE_MOD,
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MELEE_DRIVING_VEHICLE_DEFENSE_MOD,
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MELEE_RIDING_CREATURE_DEFENSE_MOD,
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MELEE_KNOCKED_DOWN_DEFENSE_MOD,
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MELEE_INCAPACITATED_DEFENSE_MOD,
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MELEE_DEAD_DEFENSE_MOD,
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MELEE_BLOCKING_DEFENSE_MOD
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};
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const int[][] locomotionAttackMod = {
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meleeLocomotionAttackMod,
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rangedLocomotionAttackMod,
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rangedLocomotionAttackMod,
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rangedLocomotionAttackMod
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};
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const int[][] locomotionDefenseMod = {
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meleeLocomotionDefenseMod,
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rangedLocomotionDefenseMod,
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rangedLocomotionDefenseMod,
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rangedLocomotionDefenseMod
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};
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