1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156
|
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: d_items.c,v 1.3 2001/01/25 22:15:41 bpereira Exp $
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
//
// $Log: d_items.c,v $
// Revision 1.3 2001/01/25 22:15:41 bpereira
// added heretic support
//
// Revision 1.2 2000/02/27 00:42:10 hurdler
// fix CR+LF problem
//
// Revision 1.1.1.1 2000/02/22 20:32:32 hurdler
// Initial import into CVS (v1.29 pr3)
//
//
// DESCRIPTION:
// holds the weapon info for now...
//
//-----------------------------------------------------------------------------
// We are referring to sprite numbers.
#include "info.h"
#include "d_items.h"
//
// PSPRITE ACTIONS for weapons.
// This struct controls the weapon animations.
//
// Each entry is:
// ammo/amunition type
// upstate
// downstate
// readystate
// atkstate, i.e. attack/fire/hit frame
// flashstate, muzzle flash
//
weaponinfo_t doomweaponinfo[NUMWEAPONS] =
{
{
// fist
am_noammo,
0,
S_PUNCHUP,
S_PUNCHDOWN,
S_PUNCH,
S_PUNCH1,
S_PUNCH1,
S_NULL
},
{
// pistol
am_clip,
1,
S_PISTOLUP,
S_PISTOLDOWN,
S_PISTOL,
S_PISTOL1,
S_PISTOL1,
S_PISTOLFLASH
},
{
// shotgun
am_shell,
1,
S_SGUNUP,
S_SGUNDOWN,
S_SGUN,
S_SGUN1,
S_SGUN1,
S_SGUNFLASH1
},
{
// chaingun
am_clip,
1,
S_CHAINUP,
S_CHAINDOWN,
S_CHAIN,
S_CHAIN1,
S_CHAIN1,
S_CHAINFLASH1
},
{
// missile launcher
am_misl,
1,
S_MISSILEUP,
S_MISSILEDOWN,
S_MISSILE,
S_MISSILE1,
S_MISSILE1,
S_MISSILEFLASH1
},
{
// plasma rifle
am_cell,
1,
S_PLASMAUP,
S_PLASMADOWN,
S_PLASMA,
S_PLASMA1,
S_PLASMA1,
S_PLASMAFLASH1
},
{
// bfg 9000
am_cell,
40,
S_BFGUP,
S_BFGDOWN,
S_BFG,
S_BFG1,
S_BFG1,
S_BFGFLASH1
},
{
// chainsaw
am_noammo,
0,
S_SAWUP,
S_SAWDOWN,
S_SAW,
S_SAW1,
S_SAW1,
S_NULL
},
{
// super shotgun
am_shell,
2,
S_DSGUNUP,
S_DSGUNDOWN,
S_DSGUN,
S_DSGUN1,
S_DSGUN1,
S_DSGUNFLASH1
},
};
|