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