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// weapon.cpp: all shooting and effects code
#include "cube.h"
struct guninfo {
short sound, attackdelay, damage, projspeed, part, kickamount;
OFString *name;
};
const int MONSTERDAMAGEFACTOR = 4;
const int SGRAYS = 20;
const float SGSPREAD = 2;
OFVector3D sg[SGRAYS];
guninfo guns[NUMGUNS] = {
{S_PUNCH1, 250, 50, 0, 0, 1, @"fist"},
{S_SG, 1400, 10, 0, 0, 20, @"shotgun"}, // *SGRAYS
{S_CG, 100, 30, 0, 0, 7, @"chaingun"},
{S_RLFIRE, 800, 120, 80, 0, 10, @"rocketlauncher"},
{S_RIFLE, 1500, 100, 0, 0, 30, @"rifle"},
{S_FLAUNCH, 200, 20, 50, 4, 1, @"fireball"},
{S_ICEBALL, 200, 40, 30, 6, 1, @"iceball"},
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// weapon.cpp: all shooting and effects code
#include "cube.h"
struct guninfo {
short sound, attackdelay, damage, projspeed, part, kickamount;
OFString *name;
};
static const int MONSTERDAMAGEFACTOR = 4;
static const int SGRAYS = 20;
static const float SGSPREAD = 2;
static OFVector3D sg[SGRAYS];
static const guninfo guns[NUMGUNS] = {
{S_PUNCH1, 250, 50, 0, 0, 1, @"fist"},
{S_SG, 1400, 10, 0, 0, 20, @"shotgun"}, // *SGRAYS
{S_CG, 100, 30, 0, 0, 7, @"chaingun"},
{S_RLFIRE, 800, 120, 80, 0, 10, @"rocketlauncher"},
{S_RIFLE, 1500, 100, 0, 0, 30, @"rifle"},
{S_FLAUNCH, 200, 20, 50, 4, 1, @"fireball"},
{S_ICEBALL, 200, 40, 30, 6, 1, @"iceball"},
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