// Explosion combat model chart

// Explosion List Format
//
// BeginList	// Begin explosion class list
// <Explosion Name>	<Is Directional?> 1 == TRUE, 0 == FALSE
// <Visual Explosion Type>
//	<Overall Blast Radius(m)> 	<Overall Flash Radius(m)>
//	<Kill Zone RANGE CHART>
//	Start: For directional explosions
//	<Overall Back Blast Radius(m)>	<Overall Back Flash Radius(m)>
//	<Killing Zone Width(m)>	<Killing Zone Height(m)>
//	<Extended Killing Zone Width(m)> <Extended Killing Zone Height(m)>
//	<Z axis Extension>
//	<Killing Zone Horizontal Arc(degrees)>
//	<Back Blast Zone Width(m)>	<Back Blast Zone Height(m)>
//	<Extended Back Blast Zone Width(m)> <Extended Back Blast Zone Height(m)>
//	<Z axis Extension>
//	<Secondary Missle RANGE CHART>
//	<Back Blast Zone RANGE CHART>
//	<Secondary Back Blast RANGE CHART>
// EndList
//
// <STUN CHART>
// <KILL CHART>

// Range Chart
//
// <Maximum Kill Range>			<Maximum Stun Range>
// <Maximum Kill Energy>		<Maximum Stun Energy>
// <Kill Range Squared Multiplier>	<Kill Range Multiplier>
// <Kill to Stun Ratio>
// <Stun Range Squared Multiplier>	<Stun Range Multiplier>
// Kill To Stun Body Armor Conversion Table
// 	BeginList
//	<Armor Types>
//		<Percent>	<Ratio>
//	EndList	
// <Flashed Dazed Range>
// <Flashed Stunned Range>
// <Full Blast Range>
// <Blast Kill Range>
// <Blast Wounded Range>
// <Blast Stunned Range>


// Explosion Stun Chart Format
//
// BeginChart
// <Minimum Stun Energy>	<Maximum Stun Energy>
//	BeginList
//	<Stun Combat States>  <min>  <max> // Min and Max can range from 1 - 100
//	EndList
// EndChart

// Explosion Health Chart Format
//
// BeginChart
// <Minimum Kill Energy>	<Maximum Kill Energy > <Non-human damage INTEGER>
//	BeginList
//	<Health Combat States>  <min>  <max> // Min and Max can range from 1 - 100
//	EndList
// EndChart




BeginList
// Standard Frag Grenades
"Grenade"	0	"grenade"
	15.0	0.0
	// Start Zone Range Data
	15.0		10.0
	900.0		900.0
	5.0		30.0
	0.35
	6.67		1.0
 	BeginList
		"standard armor"	0.2	0.5
		"heavy armor"		0.4	0.5
	EndList	
	0.0	0.0
	1.5	5.0	10.0	15.0
	// End Zone Range Data


// Claymore Mine
"Claymore"	1	"large fueled"
	7.0	0.0
	// Start Zone Range Data
	80.0		7.0
	1000.0		500.0
	50.0		0.5
	0.03
	20.0		1.0
 	BeginList
		"standard armor"	0.2	0.5
		"heavy armor"		0.4	0.5
	EndList	
	0.0	0.0
	1.0	3.0	5.0	7.0
	// End Zone Range Data
	1.0	0.0
	// Start Frame Data
	1.0	2.0
	9.1	3.0	7.0
	0.5	1.05
	1.6	1.05	2.0
	// End Frame Data
	// Start Secondary Range Data
	5.0		7.0
	500.0		750.0
	20.0		0.5
	0.05
	13.33		1.0
 	BeginList
		"standard armor"	0.2	0.5
		"heavy armor"		0.4	0.5
	EndList	
	0.0	0.0
	0.5	1.0	3.0	5.0
	// End Secondary Range Data
	// Start Back Zone Range Data
	1.0		2.0
	700.0		700.0
	333.33		10.0
	0.01
	133.33		1.0
 	BeginList
		"standard armor"	0.2	0.5
		"heavy armor"		0.4	0.5
	EndList	
	0.0	0.0
	0.25	0.5	1.0	2.0
	// End Back Zone Range Data
	// Start Secondary Back Range Data
	1.0		2.0
	500.0		600.0
	333.33		10.0
	0.01
	133.33		1.0
 	BeginList
		"standard armor"	0.2	0.5
		"heavy armor"		0.4	0.5
	EndList	
	0.0	0.0
	0.05	0.1	0.5	1.0
	// End Secondary Back Range Data

// Flashbangs
// NOTE: 
//	All the damage effects listed below are from the blast effect of a flashbang 
//	and not the flash.  Flashbangs are special in that almost all of its effects
//	is in actor blinding which is special cased and depends mostly on room size.

"Flashbang"	0	"flashbang"
	1.0	13.0
	// Start Zone Range Data
	1.0		13.0
	500.0		900.0
	20.0		300.0
	0.1
	10.0		1.0
 	BeginList
		"standard armor"	0.4	0.5
		"heavy armor"		0.4	0.5
	EndList	
	5.0	13.0
	0.01	0.2	0.5 	1.0
	// End Zone Range Data


	

// Standard Small Spherical Explosion
"Small Spherical"	0	"small fueled"
	7.0	0.0
	// Start Zone Range Data
	7.0		11.0
	800.0		800.0
	10.0		10.0
	1.0
	16.67		5.0
 	BeginList
		"standard armor"	0.2	0.5
		"heavy armor"		0.4	0.5
	EndList	
	0.0	0.0
	2.0	3.0	4.5	7.0
	// End Zone Range Data


	

// Standard Medium Spherical Explosion
"Medium Spherical"	0	"medium fueled"
	7.0	2.0
	// Start Zone Range Data
	7.0		2.0
	300.0		400.0
	1.0		1.0
	1.5
	1.0		1.0
 	BeginList
		"standard armor"	0.2	0.5
		"heavy armor"		0.4	0.5
	EndList	
	0.5	2.0
	1.0	2.0	5.0	7.0
	// End Zone Range Data



// Standard Large Spherical Explosion
"Large Spherical"	0	"large fueled"
	12.0	2.5
	// Start Zone Range Data
	12.0		2.5
	800.0		1000.0
	1.0		1.0
	1.5
	1.0		1.0
 	BeginList
		"light armor"	 	0.2	0.5
		"standard armor"	0.2	0.5
		"heavy armor"		0.5	0.5
	EndList	
	1.0	2.5
	2.0	4.5	8.0	12.0
	// End Zone Range Data


// Breaching Charge
"Breaching Charge"	1	"breaching"
	7.0	0.0
	// Start Zone Range Data
	7.0		7.0
	800.0		900.0
	20.0		0.5
	0.03
	20.0		1.0
 	BeginList
		"standard armor"	0.2	0.5
		"heavy armor"		0.4	0.5
	EndList	
	0.0	0.0
	1.0	3.0	5.0	7.0
	// End Zone Range Data
	1.0	0.0
	// Start Frame Data
	1.0	2.0
	9.1	3.0	7.0
	0.5	1.05
	1.6	1.05	2.0
	// End Frame Data
	// Start Secondary Range Data
	5.0		7.0
	500.0		750.0
	20.0		0.5
	0.05
	13.33		1.0
 	BeginList
		"standard armor"	0.2	0.5
		"heavy armor"		0.4	0.5
	EndList	
	0.0	0.0
	0.5	1.0	3.0	5.0
	// End Secondary Range Data
	// Start Back Zone Range Data
	1.0		2.0
	700.0		700.0
	333.33		10.0
	0.01
	133.33		1.0
 	BeginList
		"standard armor"	0.2	0.5
		"heavy armor"		0.4	0.5
	EndList	
	0.0	0.0
	0.25	0.5	1.0	2.0
	// End Back Zone Range Data
	// Start Secondary Back Range Data
	1.0		2.0
	500.0		600.0
	333.33		10.0
	0.01
	133.33		1.0
 	BeginList
		"standard armor"	0.2	0.5
		"heavy armor"		0.4	0.5
	EndList	
	0.0	0.0
	0.05	0.1	0.5	1.0
	// End Secondary Back Range Data
	


// C4 Spherical Explosion
"C4"	0	"grenade"
	7.0	0.0
	// Start Zone Range Data
	7.0		11.0
	800.0		800.0
	10.0		10.0
	1.0
	16.67		5.0
 	BeginList
		"standard armor"	0.2	0.5
		"heavy armor"		0.4	0.5
	EndList	
	0.0	0.0
	2.0	3.0	4.5	7.0
	// End Zone Range Data

EndList


//-------------------------------------------------------------
//-- Stun Chart Format ----------------------------------------
//-------------------------------------------------------------
//
// BeginChart
//	<Min Energy>	<Max Energy>
//	BeginList	// State List
//	<Stun State Name> <Min> <Max> // Min and Max are 0 - 100
//	EndList
// EndChart				

BeginChart
1	99
	BeginList
	"no effect"		1	90
	stunned			91	100
	EndList
99	149
	BeginList
	"no effect"		1	70
	stunned			71	100
	EndList
149	199
	BeginList
	"no effect"		1	59
	stunned			60	100
	EndList
199	249
	BeginList
	"no effect"		1	54
	stunned			55	94
	dazed			95	100
	EndList
249	349
	BeginList
	"no effect"		1	39
	stunned			40	89
	dazed			90	100
	EndList
349	449
	BeginList
	"no effect"		1	19
	stunned			20	70
	dazed			80	100
	EndList
449	549
	BeginList
	stunned			1	59
	dazed			50	93
	wounded			94	100
	EndList
549	699
	BeginList
	stunned			1	30
	dazed			31	90
	wounded			91	100
	EndList
699	1000
	BeginList
	stunned			1	20
	dazed			21	84
	wounded			85	100
	EndList
EndChart



//-------------------------------------------------------------
//-- Kill Chart Format ----------------------------------------
//-------------------------------------------------------------
//
// BeginChart
//	<Min Energy>	<Max Energy>
//	<Non-human damage amount>
//	BeginList	// State List
//	<Kill State Name> <Min> <Max> // Min and Max are 0 - 100
//	EndList
// EndChart				

BeginChart
1	99
	10
	BeginList
	"no effect"		1	95
	wounded			96	100
	EndList
99	149
	15
	BeginList
	"no effect"		1	90
	wounded			91	100
	EndList
149	199
	20
	BeginList
	"no effect"		1	84
	wounded			85	100
	EndList
199	249
	25
	BeginList
	"no effect"		1	79
	wounded			80	100
	EndList
249	349
	35
	BeginList
	"no effect"		1	70
	wounded			71	100
	EndList
349	449
	45
	BeginList
	"no effect"		1	30
	wounded			31	90
	incapacitated		91	95
	dead			96	100
	EndList	
449	549
	55
	BeginList
	wounded			1	50
	incapacitated		51	80
	dead			81	100
	EndList
549	699
	65
	BeginList
	wounded			1	20
	incapacitated		21	40
	dead			41	100
	EndList
699	799
	75
	BeginList
	wounded			1	10
	incapacitated		11	50
	dead			51	100
	EndList
799	899
	85
	BeginList
	wounded			1	9
	incapacitated		10	40
	dead			41	100
	EndList
899	1000
	100
	BeginList
	wounded			1	7
	incapacitated		8	35
	dead			36	100
	EndList
EndChart