- deleted conpic.h

This commit is contained in:
Christoph Oelckers 2023-05-29 12:33:19 +02:00
parent 7bf3c57d5d
commit 4396d4132e
2 changed files with 0 additions and 289 deletions

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@ -1,275 +0,0 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "names.h"
#include "names2.h"
//#include "panel.h"
#if 0
////////////////////////////////////////////////////////////////////////////////
//
// SWORD
//
////////////////////////////////////////////////////////////////////////////////
#define SWORD_REST 2080
#define SWORD_SWING0 2081
#define SWORD_SWING1 2082
#define SWORD_SWING2 2083
#define BLOODYSWORD_REST 4090
#define BLOODYSWORD_SWING0 4091
#define BLOODYSWORD_SWING1 4092
#define BLOODYSWORD_SWING2 4093
////////////////////////////////////////////////////////////////////////////////
//
// FIST
//
////////////////////////////////////////////////////////////////////////////////
#define FIST2_SWING_ALT 4058
#define FIST3_REST 4060
#define FIST3_SWING0 4061
#define FIST3_SWING1 4062
#define FIST3_SWING2 4063
#define BLOODYFIST3_REST 4064
#define BLOODYFIST3_SWING0 4065
#define BLOODYFIST3_SWING1 4066
#define BLOODYFIST3_SWING2 4067
////////////////////////////////////////////////////////////////////////////////
//
// KICK
//
////////////////////////////////////////////////////////////////////////////////
#define KICK0 4080
#define KICK1 4081
#define BLOODYKICK0 4082
#define BLOODYKICK1 4083
///////////////////////////////////////////////////////////////////////////////
//
// SHRUIKEN
//
///////////////////////////////////////////////////////////////////////////////
#define STAR_REST 2130
#define STAR_DOWN0 2131
#define STAR_DOWN1 2132
#define STAR_THROW0 2134
#define STAR_THROW1 2135
#define STAR_THROW2 2136
#define STAR_THROW3 2137
#define STAR_THROW4 2138
#define DART_REST 2510
#define DART_DOWN0 2511
#define DART_DOWN1 2512
#define DART_THROW0 2514
#define DART_THROW1 2515
#define DART_THROW2 2516
#define DART_THROW3 2517
#define DART_THROW4 2518
///////////////////////////////////////////////////////////////////////////////////////
//
// UZI
//
///////////////////////////////////////////////////////////////////////////////////////
#define UZI_REST 2004
#define UZI_FIRE_0 2006
#define UZI_FIRE_1 2008
#define UZI_EJECT 2009
#define UZI_CLIP 2005
#define UZI_RELOAD 2007
#define CON_UZI_SHELL0 2152
#define CON_UZI_SHELL1 2153
#define CON_UZI_SHELL2 2154
#define CON_UZI_SHELL3 2155
#define CON_UZI_SHELL4 2156
#define CON_UZI_SHELL5 2157
////////////////////////////////////////////////////////////////////////////////
//
// SHOTGUN
//
////////////////////////////////////////////////////////////////////////////////
#define SHOTGUN_REST 2213
#define SHOTGUN_FIRE0 2214
#define SHOTGUN_FIRE1 2215
#define SHOTGUN_RELOAD0 2216
#define SHOTGUN_RELOAD1 2211
#define SHOTGUN_RELOAD2 2212
#define SHOTGUN2_REST 2227
#define SHOTGUN2_RELOAD0 2227
#define SHOTGUN2_RELOAD1 2226
#define SHOTGUN2_RELOAD2 2225
#define SHOTGUN_SHELL0 2180
#define SHOTGUN_SHELL1 2181
#define SHOTGUN_SHELL2 2182
#define SHOTGUN_SHELL3 2183
#define SHOTGUN_SHELL4 2184
#define SHOTGUN_SHELL5 2185
#define SHOTGUN_SHELL6 2186
#define SHOTGUN_SHELL7 2187
////////////////////////////////////////////////////////////////////////////////
//
// ROCKET
//
////////////////////////////////////////////////////////////////////////////////
#define ROCKET_REST 2211
#define ROCKET_FIRE 2212
////////////////////////////////////////////////////////////////////////////////
//
// RAIL
//
////////////////////////////////////////////////////////////////////////////////
#define RAIL_REST0 2010
#define RAIL_REST1 2011
#define RAIL_REST2 2012
#define RAIL_REST3 2013
#define RAIL_REST4 2014
#define RAIL_CHARGE0 2015
#define RAIL_CHARGE1 2016
#define RAIL_CHARGE2 2017
#define RAIL_FIRE0 2018
#define RAIL_FIRE1 2019
////////////////////////////////////////////////////////////////////////////////
//
// FIREBALL
//
////////////////////////////////////////////////////////////////////////////////
#define HOTHEAD_REST 2048
#define HOTHEAD_ATTACK 2049
#define HOTHEAD_CENTER 2327
#define HOTHEAD_TURN0 2314
#define HOTHEAD_TURN1 2315
#define HOTHEAD_TURN2 2316
#define HOTHEAD_TURN3 2317
#define HOTHEAD_CHOMP 2318
#define ON_FIRE0 3157
#define ON_FIRE1 3158
#define ON_FIRE2 3159
#define ON_FIRE3 3160
#define ON_FIRE4 3161
#define ON_FIRE5 3162
#define ON_FIRE6 3163
#define ON_FIRE7 3164
#define ON_FIRE8 3165
#define ON_FIRE9 3166
#define ON_FIRE10 3167
#define ON_FIRE11 3168
#define ON_FIRE12 3169
////////////////////////////////////////////////////////////////////////////////
//
// MICRO
//
////////////////////////////////////////////////////////////////////////////////
#define MICRO_REST 2070
#define MICRO_FIRE0 2071
#define MICRO_FIRE1 2072
#define MICRO_FIRE2 2073
#define MICRO_FIRE3 2074
////////////////////////////////////////////////////////////////////////////////
//
// GRENADE
//
////////////////////////////////////////////////////////////////////////////////
#define GRENADE_REST 2121
#define GRENADE_FIRE0 2122
#define GRENADE_FIRE1 2123
#define GRENADE_FIRE2 2124
#define GRENADE_RELOAD0 2125
#define GRENADE_RELOAD1 2126
////////////////////////////////////////////////////////////////////////////////
//
// MINE
//
////////////////////////////////////////////////////////////////////////////////
#define MINE_REST0 2220
#define MINE_REST1 2221
#define MINE_THROW 2222
////////////////////////////////////////////////////////////////////////////////
//
// HEART
//
////////////////////////////////////////////////////////////////////////////////
#define HEART_REST0 2050
#define HEART_REST1 2051
#define HEART_ATTACK0 2052
#define HEART_ATTACK1 2053
#define HEART_BLOOD0 2420
#define HEART_BLOOD1 2421
#define HEART_BLOOD2 2422
#define HEART_BLOOD3 2423
#define HEART_BLOOD4 2424
#define HEART_BLOOD5 2425
#define PanelEnvironSuit 2397
#define ChopsRest 2000
#define ChopsOpen 2001
#define ChopsClose 2002
#endif

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@ -41,20 +41,6 @@ enum
PRI_BACK_MAX = 0
};
#define MAKE_CONPIC_ENUM
enum conpic_id
{
#include "conpic.h"
};
#undef MAKE_CONPIC_ENUM
enum PanelSpriteIDs
{
ID_BORDER_TOP = 1, ID_BORDER_BOTTOM, ID_BORDER_LEFT, ID_BORDER_RIGHT, ID_BORDER_SHADE,
ID_PANEL_BORDER_LEFT, ID_PANEL_BORDER_RIGHT,
ID_TEXT, ID_TEXT2, ID_TEXT3, ID_TEXT4
};
struct PANEL_STATE
{
int Sprite; // for pip stuff in conpic.h