#include <database\stringdefines.h>
	
[difficulty] // FUGITIVE
{
	[normal]
	{
		[properties]
		SaveGameLimit						= 0;	// n saves/level (0 equals unlimited)
		IntermediateLevels					= 2;	// n levels are interpolated between minimum-default and default-maximum
		HealthGainedFromPainkiller			= 2000%;	// percents of maximum health
		DeathFrequency						= 180;	// in seconds
		FrequentDeaths						= 5;	// number of deaths in last "DeathFrequency" seconds
		
		// messages to send if player has died "FrequentDeaths" times in last "DeathFrequency" seconds
		[FrequentDeathMessages]	
		{
			// [Message] String = "MaxPayne_HudMode->mphm_printdirect( \"debug: you're dying frequently...\" );";
			// [Message] String = "player->c_addhealth( 15 );";
		}

		[EndOfGameMessages]	
		{
			[Message]	String = "MaxPayne_Hudmode->mphm_printTipAlways( STRING_NORMAL_COMPLETED1 );";
			[Message]	String = "MaxPayne_Hudmode->mphm_printTipAlways( STRING_NORMAL_COMPLETED2 );";
			[Message]	String = "MaxPayne_Hudmode->mphm_printTipAlways( STRING_NORMAL_COMPLETED3 );";
		}
		
		[minimum]
		EnemyHealthMultiplier				= 3.25;
		AmmoFoundMultiplier					= 2.0;
		PlayerHealthMultiplier				= 2.0;
		AutoAimCapsuleRadiusMultiplier		= 8.0;	// clamped to be at least 1.0
		AutoAimCapsuleHeightMultiplier		= 3.0;	// clamped to be at least 1.0
		HealthRegenerateMultiplier			= 6000%;	// percents / second
		HealthGainedImmediately				= 1000%;	// percents of maximum health to gain immediately before regeneration
		BulletTimeGainedPerKillMultiplier	= 1.3;
	
		[default]
		EnemyHealthMultiplier				= 3.8;
		AmmoFoundMultiplier					= 1.0;
		PlayerHealthMultiplier				= 1.0;
		AutoAimCapsuleRadiusMultiplier		= 4.0;	// clamped to be at least 1.0
		AutoAimCapsuleHeightMultiplier		= 2.0;	// clamped to be at least 1.0
		HealthRegenerateMultiplier			= 4000%;	// percents / second
		HealthGainedImmediately				= 5000%;	// percents of maximum health to gain immediately before regeneration
		BulletTimeGainedPerKillMultiplier	= 1.0;
		
		[maximum]
		EnemyHealthMultiplier				= 3.2;
		AmmoFoundMultiplier					= 1.0;
		PlayerHealthMultiplier				= 0.4;
		AutoAimCapsuleRadiusMultiplier		= 2.0;	// clamped to be at least 1.0
		AutoAimCapsuleHeightMultiplier		= 1.5;	// clamped to be at least 1.0
		HealthRegenerateMultiplier			= 2000%;	// percents / second
		HealthGainedImmediately				= 3000%;	// percents of maximum health to gain immediately before regeneration
		BulletTimeGainedPerKillMultiplier	= 0.7;
	}
	
	[nightmare] // HARD-BOILED
	{
		[properties]
		SaveGameLimit						= 0;	// n saves/level
		IntermediateLevels					= 2;	// n levels are interpolated between minimum-default and default-maximum
		HealthGainedFromPainkiller			= 2900%;	// percents of maximum health
		DeathFrequency						= 0;	// in seconds
		FrequentDeaths						= 0;	// number of deaths in last "DeathFrequency" seconds
		
		// messages to send if player has died "FrequentDeaths" times in last "DeathFrequency" seconds
		[FrequentDeathMessages]	
		{
		}

		[EndOfGameMessages]	
		{
			[Message]	String = "MaxPayne_Hudmode->mphm_printTipAlways( STRING_NIGHTMARE_COMPLETED1 );";
			[Message]	String = "MaxPayne_Hudmode->mphm_printTipAlways( STRING_NIGHTMARE_COMPLETED2 );";
			[Message]	String = "MaxPayne_Hudmode->mphm_printTipAlways( STRING_NIGHTMARE_COMPLETED3 );";
		}

		[minimum]
		EnemyHealthMultiplier				= 2;
		AmmoFoundMultiplier					= 3.0;
		PlayerHealthMultiplier				= 0.4;
		AutoAimCapsuleRadiusMultiplier		= 1.0;
		AutoAimCapsuleHeightMultiplier		= 1.0;
		HealthRegenerateMultiplier			= 1887.5%;
		HealthGainedImmediately				= 2000%;
		BulletTimeGainedPerKillMultiplier	= 1.0;

		[default]
		EnemyHealthMultiplier				= 2;
		AmmoFoundMultiplier					= 3.0;
		PlayerHealthMultiplier				= 0.4;
		AutoAimCapsuleRadiusMultiplier		= 1.0;
		AutoAimCapsuleHeightMultiplier		= 1.0;
		HealthRegenerateMultiplier			= 1000.5%;
		HealthGainedImmediately				= 2000%;
		BulletTimeGainedPerKillMultiplier	= 1.0;

		[maximum]
		EnemyHealthMultiplier				= 2;
		AmmoFoundMultiplier					= 3.0;
		PlayerHealthMultiplier				= 0.4;
		AutoAimCapsuleRadiusMultiplier		= 1.0;
		AutoAimCapsuleHeightMultiplier		= 1.0;
		HealthRegenerateMultiplier			= 1000.5%;
		HealthGainedImmediately				= 2000%;
		BulletTimeGainedPerKillMultiplier	= 1.0;
	}
	
	[hell] // DOA
	{
		[properties]
		SaveGameLimit						= 7; 	// n saves/level
		IntermediateLevels					= 2;	// n levels are interpolated between minimum-default and default-maximum
		HealthGainedFromPainkiller			= 2000%;	// percents of maximum health
		DeathFrequency						= 0;	// in seconds
		FrequentDeaths						= 0;	// number of deaths in last "DeathFrequency" seconds
		
		// messages to send if player has died "FrequentDeaths" times in last "DeathFrequency" seconds
		[FrequentDeathMessages]	
		{
		}

		[EndOfGameMessages]	
		{
//			[Message]	String = "MaxPayne_Hudmode->mphm_printTipAlways( STRING_HELL_COMPLETED1 );";
//			[Message]	String = "MaxPayne_Hudmode->mphm_printTipAlways( STRING_HELL_COMPLETED2 );";
//			[Message]	String = "MaxPayne_Hudmode->mphm_printTipAlways( STRING_HELL_COMPLETED3 );";
			[Message]	String = "MaxPayne_gamemode->gm_init( end_combat );"; //GOES INTO END_COMBAT 
			
		}

		[minimum]
		EnemyHealthMultiplier				= 4.4;
		AmmoFoundMultiplier					= 1.0;
		PlayerHealthMultiplier				= 0.3;
		AutoAimCapsuleRadiusMultiplier		= 1.0;
		AutoAimCapsuleHeightMultiplier		= 1.0;
		HealthRegenerateMultiplier			= 1555%;
		HealthGainedImmediately				= 2665%;
		BulletTimeGainedPerKillMultiplier	= 2.0;
	
		[default]
		EnemyHealthMultiplier				= 4.4;
		AmmoFoundMultiplier					= 1.0;
		PlayerHealthMultiplier				= 0.3;
		AutoAimCapsuleRadiusMultiplier		= 1.0;
		AutoAimCapsuleHeightMultiplier		= 1.0;
		HealthRegenerateMultiplier			= 1555%;
		HealthGainedImmediately				= 2867%;
		BulletTimeGainedPerKillMultiplier	= 2.0;
		
		[maximum]
		EnemyHealthMultiplier				= 4.4;
		AmmoFoundMultiplier					= 1.0;
		PlayerHealthMultiplier				= 0.3;
		AutoAimCapsuleRadiusMultiplier		= 1.0;
		AutoAimCapsuleHeightMultiplier		= 1.0;
		HealthRegenerateMultiplier			= 1000%;
		HealthGainedImmediately				= 2000%;
		BulletTimeGainedPerKillMultiplier	= 2.0;
	}

	[timedmode] // NYM
	{
		[properties]
		SaveGameLimit						= 0;	// n saves/level (0 equals unlimited)
		IntermediateLevels					= 2;	// n levels are interpolated between minimum-default and default-maximum
		HealthGainedFromPainkiller			= 2000%;	// percents of maximum health
		DeathFrequency						= 0;	// in seconds
		FrequentDeaths						= 0;	// number of deaths in last "DeathFrequency" seconds
		
		// messages to send if player has died "FrequentDeaths" times in last "DeathFrequency" seconds
		[FrequentDeathMessages]	
		{
		}

		[EndOfGameMessages]	
		{
			[Message]	String = "MaxPayne_Hudmode->mphm_printTipAlways( STRING_TIMEDMODE_COMPLETED1 );";
			[Message]	String = "MaxPayne_Hudmode->mphm_printTipAlways( STRING_TIMEDMODE_COMPLETED2 );";
			[Message]	String = "MaxPayne_Hudmode->mphm_printTipAlways( STRING_TIMEDMODE_COMPLETED3 );";
			[Message]	String = "MaxPayne_Hudmode->mphm_printTipAlways( STRING_TIMEDMODE_COMPLETED4 );";
		}


		[minimum]
		EnemyHealthMultiplier				= 1.0;
		AmmoFoundMultiplier					= 1.0;
		PlayerHealthMultiplier				= 0.9;
		AutoAimCapsuleRadiusMultiplier		= 2.0;	// clamped to be at least 1.0
		AutoAimCapsuleHeightMultiplier		= 1.5;	// clamped to be at least 1.0
		HealthRegenerateMultiplier			= 2%;	// percents / second
		HealthGainedImmediately				= 3%;	// percents of maximum health to gain immediately before regeneration
		BulletTimeGainedPerKillMultiplier	= 1.1;
	
		[default]
		EnemyHealthMultiplier				= 1.0;
		AmmoFoundMultiplier					= 1.0;
		PlayerHealthMultiplier				= 0.9;
		AutoAimCapsuleRadiusMultiplier		= 2.0;	// clamped to be at least 1.0
		AutoAimCapsuleHeightMultiplier		= 1.5;	// clamped to be at least 1.0
		HealthRegenerateMultiplier			= 2%;	// percents / second
		HealthGainedImmediately				= 3%;	// percents of maximum health to gain immediately before regeneration
		BulletTimeGainedPerKillMultiplier	= 1.1;
		
		[maximum]
		EnemyHealthMultiplier				= 1.0;
		AmmoFoundMultiplier					= 1.0;
		PlayerHealthMultiplier				= 0.9;
		AutoAimCapsuleRadiusMultiplier		= 2.0;	// clamped to be at least 1.0
		AutoAimCapsuleHeightMultiplier		= 1.5;	// clamped to be at least 1.0
		HealthRegenerateMultiplier			= 2%;	// percents / second
		HealthGainedImmediately				= 3%;	// percents of maximum health to gain immediately before regeneration
		BulletTimeGainedPerKillMultiplier	= 1.1;
	}
}
