205 lines
2.2 KiB
Plaintext
205 lines
2.2 KiB
Plaintext
///////////////////////////////////////////////////////////////////////////////
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//
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// Tweakables
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//
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///////////////////////////////////////////////////////////////////////////////
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// Millisecond cooldown time before the warlord can juke again.
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// Anything less than 2000 is less than the juke animation playback length.
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// Health pool the warlord uses when in the tug-of-war recharge state.
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// The initial health added to the warlord's health pool when entering the recharge state.
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// NOTE - This is truncated to WARLORD_RECHARGE_HEALTH_MAX and should be positive.
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// The amount of health to give the warlord per second when recharging.
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// Health percentage of the warlord to play the medium damage FX.
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// Health percentage of the warlord to play the heavy damage FX.
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// The starting health of the warlord's shield.
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// The percent of health the shield has to be to turn orange.
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// The percent of health the shield has to be to turn red.
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// Maximum distance from the player the warlord will try to charge melee them.
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// How often the warlord will attempt to charge melee.
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// in seconds
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///////////////////////////////////////////////////////////////////////////////
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//
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// Warlord Defines
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//
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///////////////////////////////////////////////////////////////////////////////
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/#
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#/
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///////////////////////////////////////////////////////////////////////////////
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//
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// Clientfields
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//
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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//
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// Warlord Spawn Types
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//
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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//
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// FX
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//
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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//
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// Sounds
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//
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///////////////////////////////////////////////////////////////////////////////
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