; Weapons.txt ; This file controls the attributes of the weapons used in ; the game engine. The order of appearance here determines which ; keyboard key selects each weapon. ; The attrib says whether the weapon is deadly or just knockout. ; The handle is the handle number of the animation file as per weapdef.txt ; The range is range in cm ; Distoff is added to the range before calculations start. ; Rangedenom controls the effectiveness falloff over distance. ; Luck has to do with randomness of out of range hits. ; Force is how many hitpoints are dished out when enemy hit. ; Maxhit puts a max limit on hitpoints in all cases. ; aimacc determines how accurately the weapon must be pointed to attain a hit ; aimacc also encodes the maximum ammo in the same number. The number is: ; numammo*256 + aimacc. The goo gun is 25*256 + 50. Maxammo=25, aimacc=50 ; weapsnd is 0 (no sound) or a sound number from sounds.txt. ; weapinv is which inventory item a weapon is. ; Picture name is the name of the .VGA file that is put up in the Current ; Weapon icon. ; ;struct weapontype { ; int attrib,handle,range,distoff, ; rangedenom,luck,force,maxhit,aimacc,weapsnd,weapinv; ; char *picturename; }; ; ; a h r d r l f m a w i P ; t a a i a u o a i e n i ; t n n s n c r x m a v c ; r d g t g k c p e ; i l e e e h a n n ; b e o i c s t a ; # f d t c n m ; f . d # e 9 3600 0 -400 0 1 0 0 0 -1 0 blank.vga ; blank 9 3600 100 -600 0 1 0 0 0 -1 0 blank.vga ; blank 0 3607 1600 -500 500 14 1400 16 6450 2 26 sqfat.vga ; Squirt Gun 0 3603 500 200 16000 1 0 1 3122 -1 1 grenfat.vga ; Water bomb 0 3604 1500 -500 500 65 500 16 32075 0 15 gunfat.vga ; Auto Squirt 0 3603 500 200 16000 1 0 1 3122 -1 28 grenfat.vga ; Gas Bomb 0 3606 500 200 16000 1 0 1 3122 3 25 rockfat.vga ; Rocket Squirt 0 3601 2500 -100 20 7 2100 23 12950 7 16 bgsqfat.vga ; Big Squirt 0 3601 500 200 16000 1 0 1 50 -1 46 peelfat.vga ; Holo Disruptor