Difference for main/weapon.h from version 1.1 to 1.2


version 1.1 version 1.2
Line 19
 
Line 19
  * Protypes for weapon stuff.   * Protypes for weapon stuff.
  *    *
  * $Log$   * $Log$
  * Revision 1.1  1999/06/14 22:13:23  donut   * Revision 1.2  2003/03/09 06:41:01  donut
  * Initial revision   * change byte typedef to sbyte to avoid conflict with win32 byte which is unsigned
    *
    * Revision 1.1.1.1  1999/06/14 22:13:23  donut
    * Import of d1x 1.37 source.
  *   *
  * Revision 2.0  1995/02/27  11:31:10  john   * Revision 2.0  1995/02/27  11:31:10  john
  * New version 2.0, which has no anonymous unions, builds with   * New version 2.0, which has no anonymous unions, builds with
Line 141
 
Line 144
 #include "piggy.h"  #include "piggy.h"
   
 typedef struct weapon_info {  typedef struct weapon_info {
  byte render_type; // How to draw 0=laser, 1=blob, 2=object   sbyte render_type; // How to draw 0=laser, 1=blob, 2=object
  byte model_num; // Model num if rendertype==2.   sbyte model_num; // Model num if rendertype==2.
  byte model_num_inner; // Model num of inner part if rendertype==2.   sbyte model_num_inner; // Model num of inner part if rendertype==2.
  byte persistent; // 0 = dies when it hits something, 1 = continues (eg, fusion cannon)   sbyte persistent; // 0 = dies when it hits something, 1 = continues (eg, fusion cannon)
   
  byte flash_vclip; // What vclip to use for muzzle flash   sbyte flash_vclip; // What vclip to use for muzzle flash
  short flash_sound; // What sound to play when fired   short flash_sound; // What sound to play when fired
  byte robot_hit_vclip; // What vclip for impact with robot   sbyte robot_hit_vclip; // What vclip for impact with robot
  short robot_hit_sound; // What sound for impact with robot   short robot_hit_sound; // What sound for impact with robot
   
  byte wall_hit_vclip; // What vclip for impact with wall   sbyte wall_hit_vclip; // What vclip for impact with wall
  short wall_hit_sound; // What sound for impact with wall   short wall_hit_sound; // What sound for impact with wall
  byte fire_count; // Number of bursts fired from EACH GUN per firing.  For weapons which fire from both sides, 3*fire_count shots will be fired.   sbyte fire_count; // Number of bursts fired from EACH GUN per firing.  For weapons which fire from both sides, 3*fire_count shots will be fired.
  byte ammo_usage; // How many units of ammunition it uses.   sbyte ammo_usage; // How many units of ammunition it uses.
   
  byte weapon_vclip; // Vclip to render for the weapon, itself.   sbyte weapon_vclip; // Vclip to render for the weapon, itself.
  byte destroyable; // If !0, this weapon can be destroyed by another weapon.   sbyte destroyable; // If !0, this weapon can be destroyed by another weapon.
  byte matter; // Flag: set if this object is matter (as opposed to energy)   sbyte matter; // Flag: set if this object is matter (as opposed to energy)
  byte bounce; // Flag: set if this object bounces off walls   sbyte bounce; // Flag: set if this object bounces off walls
   
  byte homing_flag; // Set if this weapon can home in on a target.   sbyte homing_flag; // Set if this weapon can home in on a target.
  byte dum1, dum2, dum3;   sbyte dum1, dum2, dum3;
   
  fix energy_usage; // How much fuel is consumed to fire this weapon.   fix energy_usage; // How much fuel is consumed to fire this weapon.
  fix fire_wait; // Time until this weapon can be fired again.   fix fire_wait; // Time until this weapon can be fired again.
Line 242
 
Line 245
 extern void do_weapon_select(int weapon_num, int secondary_flag);  extern void do_weapon_select(int weapon_num, int secondary_flag);
 extern void show_weapon_status(void);  extern void show_weapon_status(void);
   
 extern byte Primary_weapon, Secondary_weapon;  extern sbyte Primary_weapon, Secondary_weapon;
   
 extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];  extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
 extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];  extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];

Legend:
line(s) removed in v.1.1 
line(s) changed
 line(s) added in v.1.2