using System; namespace OpenRA.Traits.Defaults { class GlobalDefaultsInfo : ITraitInfo { /* Special Weapons */ public readonly float GapRegenInterval =0; public readonly int BadgerBombCount = 1; /* Chrono Side Effects */ public readonly float QuakeChance = 0; public readonly float QuakeDamage = 0; /* percent */ public readonly float VortexChance = 0; public readonly int VortexDamage = 0; public readonly int VortexRange = 0; public readonly int VortexSpeed = 0; /* Repair & Refit */ public readonly float RefundPercent = 0; public readonly float ReloadRate = 0; public readonly float RepairPercent = 0; public readonly float RepairRate = 0; public readonly int RepairStep = 0; public readonly float URepairPercent = 0; public readonly int URepairStep = 0; /* Combat & Damage */ public readonly float TurboBoost = 1.5f; public readonly float BallisticScatter = 0; public readonly float ExpSpread = 0; public readonly int FireSupress = 0; public readonly float HomingScatter = 0; public readonly int MaxDamage = 0; public readonly int MinDamage = 0; public readonly bool OreExplosive = false; public readonly bool PlayerAutoCrush = false; public readonly bool PlayerReturnFire = false; public readonly bool PlayerScatter = false; public readonly bool TreeTargeting = false; public readonly int Incoming = 0; /* Income & Production */ public readonly float BuildSpeed = 0; public readonly float BuildupTime = 0; public readonly float OreTruckRate = 0; public readonly bool SeparateAircraft = true; public readonly float SurvivorRate = 0; /* Audo/Visual Map Controls */ public readonly bool AllyReveal = true; public readonly float ConditionRed = 0; public readonly float ConditionYellow = 0; public readonly int DropZoneRadius = 0; public readonly bool EnemyHealth = true; public readonly int Gravity = 0; public readonly float IdleActionFrequency = 0; public readonly float MessageDelay = 0; public readonly float MovieTime = 0; public readonly bool NamedCivilians = false; public readonly float SavourDelay = 0; public readonly int SpeakDelay = 0; public readonly int TimerWarning = 0; public readonly bool FlashLowPower = false; /* Computer & Movement Controls */ public readonly bool CurleyShuffle = false; public readonly float BaseBias = 0; public readonly float BaseDefenseDelay = 0; public readonly float CloseEnough = 0; public readonly int DamageDelay = 0; public readonly int GameSpeeBias = 0; public readonly int LZScanRadius = 0; public readonly bool MineAware = false; public readonly float Stray = 0; public readonly float SubmergeDelay = 0; public readonly float SuspendDelay = 0; public readonly int SuspendPriority = 0; public readonly float TeamDelay = 0; public object Create(Actor self) { return new GlobalDefaults(self); } } public class GlobalDefaults { Actor self; public GlobalDefaults (Actor self) { this.self = self; } } }