doom3-bfg/doomclassic/doom/d_items.cpp
2012-11-26 12:58:24 -06:00

145 lines
2.9 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
// 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] =
{
{
// fist
am_noammo,
S_PUNCHUP,
S_PUNCHDOWN,
S_PUNCH,
S_PUNCH1,
S_NULL
},
{
// pistol
am_clip,
S_PISTOLUP,
S_PISTOLDOWN,
S_PISTOL,
S_PISTOL1,
S_PISTOLFLASH
},
{
// shotgun
am_shell,
S_SGUNUP,
S_SGUNDOWN,
S_SGUN,
S_SGUN1,
S_SGUNFLASH1
},
{
// chaingun
am_clip,
S_CHAINUP,
S_CHAINDOWN,
S_CHAIN,
S_CHAIN1,
S_CHAINFLASH1
},
{
// missile launcher
am_misl,
S_MISSILEUP,
S_MISSILEDOWN,
S_MISSILE,
S_MISSILE1,
S_MISSILEFLASH1
},
{
// plasma rifle
am_cell,
S_PLASMAUP,
S_PLASMADOWN,
S_PLASMA,
S_PLASMA1,
S_PLASMAFLASH1
},
{
// bfg 9000
am_cell,
S_BFGUP,
S_BFGDOWN,
S_BFG,
S_BFG1,
S_BFGFLASH1
},
{
// chainsaw
am_noammo,
S_SAWUP,
S_SAWDOWN,
S_SAW,
S_SAW1,
S_NULL
},
{
// super shotgun
am_shell,
S_DSGUNUP,
S_DSGUNDOWN,
S_DSGUN,
S_DSGUN1,
S_DSGUNFLASH1
},
};