139 lines
3.1 KiB
C
139 lines
3.1 KiB
C
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Something to do with weapon sprite frames. Don't ask me.
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*
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*-----------------------------------------------------------------------------
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*/
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// We are referring to sprite numbers.
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#include "doomtype.h"
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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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