CGDoom/cgdoom/d_items.c

60 lines
1.8 KiB
C

// 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
};