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Settings.cs
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74 lines (52 loc) · 3.26 KB
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// ReSharper disable ConvertToConstant.Global
// ReSharper disable FieldCanBeMadeReadOnly.Global
// ReSharper disable InconsistentNaming
namespace WeaponRealizer
{
public class Settings
{
public bool simpleVariance = true;
public bool SimpleVariance => simpleVariance;
public float standardDeviationPercentOfSimpleVariance = 75.0f;
public float StandardDeviationSimpleVarianceMultiplier => standardDeviationPercentOfSimpleVariance / 100.0f;
public bool distanceBasedVariance = true;
public bool DistanceBasedVariance => distanceBasedVariance;
public float distanceBasedVarianceMaxRangeDamagePercent = 10.0f;
public float DistanceBasedVarianceMaxRangeDamageMultiplier => distanceBasedVarianceMaxRangeDamagePercent / 100.0f;
public bool reverseDistanceBasedVariance = true;
public bool ReverseDistanceBasedVariance => reverseDistanceBasedVariance;
public float reverseDistanceBasedVarianceMinRangeDamagePercent = 10.0f;
public float ReverseDistanceBasedVarianceMinRangeDamageMultiplier => reverseDistanceBasedVarianceMinRangeDamagePercent / 100.0f;
public bool overheatModifier = true;
public bool OverheatModifier => overheatModifier;
public bool heatDamageModifier = false;
public bool HeatDamageModifier => heatDamageModifier;
public bool heatDamageAppliesToVehicleAsNormalDamage = true;
public bool HeatDamageAppliesToVehicleAsNormalDamage => heatDamageAppliesToVehicleAsNormalDamage;
public float heatDamagePercentApplicationToVehicle = 50f;
public float HeatDamageApplicationToVehicleMultiplier => heatDamagePercentApplicationToVehicle / 100f;
public bool heatDamageAppliesToTurretAsNormalDamage = true;
public bool HeatDamageAppliesToTurretAsNormalDamage => heatDamageAppliesToTurretAsNormalDamage;
public float heatDamagePercentApplicationToTurret = 75f;
public float HeatDamageApplicationToTurretMultiplier => heatDamagePercentApplicationToTurret / 100f;
public bool heatDamageAppliesToBuildingAsNormalDamage = true;
public bool HeatDamageAppliesToBuildingAsNormalDamage => heatDamageAppliesToBuildingAsNormalDamage;
public float heatDamagePercentApplicationToBuilding = 150f;
public float HeatDamageApplicationToBuildingMultiplier => heatDamagePercentApplicationToBuilding / 100f;
public bool ballisticNumberOfShots = true;
public bool BallisticNumberOfShots => ballisticNumberOfShots;
public bool clusteredBallistics = true;
public bool ClusteredBallistics => clusteredBallistics;
public bool laserNumberOfShots = true;
public bool LaserNumberOfShots => laserNumberOfShots;
public bool damageAltersWeaponRefireModifier = true;
public bool DamageAltersWeaponRefireModifier => damageAltersWeaponRefireModifier;
public float damagedWeaponRefireModifierMultiplier = 1.5f;
public float DamagedWeaponRefireModifierMultiplier => damagedWeaponRefireModifierMultiplier;
public bool jamming = true;
public bool Jamming => jamming;
public float jamChanceMultiplier = 1;
public float JamChanceMultiplier => jamChanceMultiplier;
public bool debug = false;
}
}