139 lines
2.0 KiB
C
139 lines
2.0 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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weaponinfo_t weaponinfo[NUMWEAPONS] =
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{
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{
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// fist
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am_noammo,
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S_PUNCHUP,
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S_PUNCHDOWN,
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S_PUNCH,
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S_PUNCH1,
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S_NULL
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},
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{
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// pistol
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am_clip,
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S_PISTOLUP,
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S_PISTOLDOWN,
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S_PISTOL,
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S_PISTOL1,
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S_PISTOLFLASH
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},
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{
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// shotgun
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am_shell,
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S_SGUNUP,
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S_SGUNDOWN,
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S_SGUN,
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S_SGUN1,
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S_SGUNFLASH1
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},
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{
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// chaingun
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am_clip,
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S_CHAINUP,
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S_CHAINDOWN,
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S_CHAIN,
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S_CHAIN1,
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S_CHAINFLASH1
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},
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{
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// missile launcher
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am_misl,
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S_MISSILEUP,
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S_MISSILEDOWN,
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S_MISSILE,
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S_MISSILE1,
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S_MISSILEFLASH1
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},
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{
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// plasma rifle
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am_cell,
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S_PLASMAUP,
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S_PLASMADOWN,
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S_PLASMA,
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S_PLASMA1,
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S_PLASMAFLASH1
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},
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{
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// bfg 9000
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am_cell,
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S_BFGUP,
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S_BFGDOWN,
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S_BFG,
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S_BFG1,
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S_BFGFLASH1
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},
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{
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// chainsaw
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am_noammo,
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S_SAWUP,
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S_SAWDOWN,
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S_SAW,
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S_SAW1,
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S_NULL
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},
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{
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// super shotgun
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am_shell,
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S_DSGUNUP,
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S_DSGUNDOWN,
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S_DSGUN,
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S_DSGUN1,
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S_DSGUNFLASH1
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},
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};
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