Weapon_info[n].blob_size = 0x1000; // size of blob
Weapon_info[n].flash_vclip = -1;
Weapon_info[n].flash_sound = SOUND_LASER_FIRED;
Weapon_info[n].flash_size = 0;
Weapon_info[n].robot_hit_vclip = -1;
Weapon_info[n].robot_hit_sound = -1;
Weapon_info[n].wall_hit_vclip = -1;
Weapon_info[n].wall_hit_sound = -1;
Weapon_info[n].impact_size = 0;
for (i=0; i<NDL; i++) {
Weapon_info[n].strength[i] = F1_0;
Weapon_info[n].speed[i] = F1_0*10;
}
Weapon_info[n].mass = F1_0;
Weapon_info[n].thrust = 0;
Weapon_info[n].drag = 0;
Weapon_info[n].persistent = 0;
Weapon_info[n].energy_usage = 0; // How much fuel is consumed to fire this weapon.
Weapon_info[n].ammo_usage = 0; // How many units of ammunition it uses.
Weapon_info[n].fire_wait = F1_0/4; // Time until this weapon can be fired again.
Weapon_info[n].fire_count = 1; // Number of bursts fired from EACH GUN per firing. For weapons which fire from both sides, 3*fire_count shots will be fired.
Weapon_info[n].damage_radius = 0; // Radius of damage for missiles, not lasers. Does damage to objects within this radius of hit point.
//--01/19/95, mk-- Weapon_info[n].damage_force = 0; // Force (movement) due to explosion
Weapon_info[n].destroyable = 1; // Weapons default to destroyable
Weapon_info[n].matter = 0; // Weapons default to not being constructed of matter (they are energy!)
Weapon_info[n].bounce = 0; // Weapons default to not bouncing off walls
Weapon_info[n].lifetime = WEAPON_DEFAULT_LIFETIME; // Number of bursts fired from EACH GUN per firing. For weapons which fire from both sides, 3*fire_count shots will be fired.
Weapon_info[n].po_len_to_width_ratio = F1_0*10;
Weapon_info[n].picture.index = 0;
Weapon_info[n].homing_flag = 0;
// Process arguments
arg = strtok( NULL, space );
lighted = 1; //assume first texture is lighted
while (arg!=NULL) {
equal_ptr = strchr( arg, '=' );
if ( equal_ptr ) {
*equal_ptr='\0';
equal_ptr++;
// if we have john=cool, arg is 'john' and equal_ptr is 'cool'