/*** * * Copyright (c) 1999, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #ifndef __AMMO_H__ #define __AMMO_H__ #define MAX_WEAPON_NAME 128 #define WEAPON_FLAGS_SELECTIONEMPTY 1 struct WEAPON { char szName[MAX_WEAPON_NAME]; int iAmmoType; int iAmmo2Type; int iMax1; int iMax2; int iSlot; int iSlotPos; int iFlags; int iId; int iClip; // puzl: 497 - weapon enable state int iEnabled; int iCount; // # of itesm in plist HSPRITE hActive; wrect_t rcActive; HSPRITE hInactive; wrect_t rcInactive; HSPRITE hAmmo; wrect_t rcAmmo; HSPRITE hAmmo2; wrect_t rcAmmo2; HSPRITE hCrosshair; wrect_t rcCrosshair; HSPRITE hCrosshair1; wrect_t rcCrosshair1; HSPRITE hCrosshair2; wrect_t rcCrosshair2; HSPRITE hCrosshair3; wrect_t rcCrosshair3; /* HSPRITE hAutoaim; wrect_t rcAutoaim; HSPRITE hZoomedCrosshair; wrect_t rcZoomedCrosshair; HSPRITE hZoomedAutoaim; wrect_t rcZoomedAutoaim; */ }; typedef int AMMO; #endif