raze/source/games/duke/src/names.h
Christoph Oelckers 9dac66b6f0 - fudging for the broken FIRE animation.
Unfortunately the only thing that can be done here from inside the engine is to increase the likelihood of the animation actually starting.
Ideally the broken script should be replaced but with the way CON replacements are done this is not possible.
2020-08-01 17:54:38 +02:00

103 lines
2.3 KiB
C

#pragma once
BEGIN_DUKE_NS
// These are all globally accessed tiles.
extern int TILE_BOX;
extern int TILE_TREE1;
extern int TILE_TREE2;
extern int TILE_TIRE;
extern int TILE_CONE;
extern int TILE_W_FORCEFIELD;
extern int TILE_CAMERA1;
extern int TILE_SCRAP6;
extern int TILE_APLAYER;
extern int TILE_DRONE;
extern int TILE_MENUSCREEN;
extern int TILE_SCREENBORDER;
extern int TILE_VIEWBORDER;
extern int TILE_LASERLINE;
extern int TILE_APLAYERTOP;
extern int TILE_CAMCORNER;
extern int TILE_CAMLIGHT;
extern int TILE_STATIC;
extern int TILE_BOTTOMSTATUSBAR;
extern int TILE_SPINNINGNUKEICON;
extern int TILE_THREEDEE;
extern int TILE_INGAMEDUKETHREEDEE;
extern int TILE_PLUTOPAKSPRITE;
extern int TILE_MENUBAR;
extern int TILE_ATOMICHEALTH;
extern int TILE_FLOORSLIME;
extern int TILE_JIBS6;
extern int TILE_FIRE;
extern int TILE_WATERBUBBLE;
extern int TILE_SMALLSMOKE;
extern int TILE_BLOODPOOL;
extern int TILE_FOOTPRINTS;
extern int TILE_FOOTPRINTS2;
extern int TILE_FOOTPRINTS3;
extern int TILE_FOOTPRINTS4;
extern int TILE_CLOUDYSKIES;
extern int TILE_ARROW;
extern int TILE_ACCESSSWITCH;
extern int TILE_ACCESSSWITCH2;
extern int TILE_GLASSPIECES;
extern int TILE_HEN;
extern int TILE_BETAVERSION;
extern int TILE_MIRROR;
extern int TILE_CLOUDYOCEAN;
extern int TILE_MOONSKY1;
extern int TILE_BIGORBIT;
extern int TILE_LA;
extern int TILE_LOADSCREEN;
extern int TILE_CROSSHAIR;
extern int TILE_BIGORBIT1;
extern int TILE_HURTRAIL;
extern int TILE_FLOORPLASMA;
extern int TILE_EGG;
enum dukeweapon_t
{
KNEE_WEAPON, // 0
PISTOL_WEAPON,
SHOTGUN_WEAPON,
CHAINGUN_WEAPON,
RPG_WEAPON,
HANDBOMB_WEAPON, // 5
SHRINKER_WEAPON,
DEVISTATOR_WEAPON,
TRIPBOMB_WEAPON,
FREEZE_WEAPON,
HANDREMOTE_WEAPON, // 10
GROW_WEAPON,
FLAMETHROWER_WEAPON, // World Tour
MIN_WEAPON = 0,
MAX_WEAPON = 9
};
enum redneck_weapon_t
{
// These names have been pieced together from RedneckGDX and RedNukem because the reconstructed source recycled Duke's names for the first 11 weapons.
// Names for 0-2 are the same
RIFLEGUN_WEAPON = 3,
DYNAMITE_WEAPON = 4,
CROSSBOW_WEAPON = 5,
THROWSAW_WEAPON = 6,
ALIENBLASTER_WEAPON = 7,
POWDERKEG_WEAPON = 8,
TIT_WEAPON = 9,
THROWINGDYNAMITE_WEAPON = 10,
BUZZSAW_WEAPON = 11,
BOWLING_WEAPON = 12,
MOTORCYCLE_WEAPON = 13,
BOAT_WEAPON = 14,
SLINGBLADE_WEAPON = 15,
CHICKEN_WEAPON = 16,
MAX_WEAPONS
};
END_DUKE_NS