// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id: D_items.c,v 1.1 2000/04/09 18:22:18 proff_fs Exp $
//
//  PRBOOM/GLBOOM (C) Florian 'Proff' Schulze (florian.proff.schulze@gmx.net)
//  based on
//  BOOM, a modified and improved DOOM engine
//  Copyright (C) 1999 by
//  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
//
//  This program 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., 59 Temple Place - Suite 330, Boston, MA 
//  02111-1307, USA.
//
// DESCRIPTION:
//
//-----------------------------------------------------------------------------

static const char
rcsid[] = "$Id: D_items.c,v 1.1 2000/04/09 18:22:18 proff_fs Exp $";

// We are referring to sprite numbers.
#include "info.h"

#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
  },  
};

//----------------------------------------------------------------------------
//
// $Log: D_items.c,v $
// Revision 1.1  2000/04/09 18:22:18  proff_fs
// Initial revision
//
// Revision 1.4  1998/05/04  21:34:09  thldrmn
// commenting and reformatting
//
// Revision 1.2  1998/01/26  19:23:03  phares
// First rev with no ^Ms
//
// Revision 1.1.1.1  1998/01/19  14:03:07  rand
// Lee's Jan 19 sources
//
//
//----------------------------------------------------------------------------
