60 lines
1.8 KiB
C
60 lines
1.8 KiB
C
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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//
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//-----------------------------------------------------------------------------
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//static const char
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//rcsid[] = "$Id:$";
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// We are referring to sprite numbers.
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#include "info.h"
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#ifdef __GNUG__
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#pragma implementation "d_items.h"
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#endif
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#include "d_items.h"
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//
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// PSPRITE ACTIONS for waepons.
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// This struct controls the weapon animations.
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//
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// Each entry is:
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// ammo/amunition type
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// upstate
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// downstate
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// readystate
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// atkstate, i.e. attack/fire/hit frame
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// flashstate, muzzle flash
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//
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const weaponinfo_t weaponinfo[NUMWEAPONS] =
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{
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{am_noammo,S_PUNCHUP,S_PUNCHDOWN,S_PUNCH,S_PUNCH1,S_NULL},// fist
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{am_clip,S_PISTOLUP,S_PISTOLDOWN,S_PISTOL,S_PISTOL1,S_PISTOLFLASH},// pistol
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{am_shell,S_SGUNUP,S_SGUNDOWN,S_SGUN,S_SGUN1,S_SGUNFLASH1},// shotgun
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{am_clip,S_CHAINUP,S_CHAINDOWN,S_CHAIN,S_CHAIN1,S_CHAINFLASH1},// chaingun
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{am_misl,S_MISSILEUP,S_MISSILEDOWN,S_MISSILE,S_MISSILE1,S_MISSILEFLASH1},// missile launcher
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{am_cell,S_PLASMAUP,S_PLASMADOWN,S_PLASMA,S_PLASMA1,S_PLASMAFLASH1},// plasma rifle
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{am_cell,S_BFGUP,S_BFGDOWN,S_BFG,S_BFG1,S_BFGFLASH1},// bfg 9000
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{am_noammo,S_SAWUP,S_SAWDOWN,S_SAW,S_SAW1,S_NULL},// chainsaw
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{am_shell,S_DSGUNUP,S_DSGUNDOWN,S_DSGUN,S_DSGUN1,S_DSGUNFLASH1},// super shotgun
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};
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