// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // //----------------------------------------------------------------------------- //static const char //rcsid[] = "$Id:$"; // 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 // 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 }, };