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Text File  |  1999-12-31  |  3.1 KB  |  190 lines

  1. //===========================================================================
  2. //
  3. // Name:            fw_weap.c
  4. // Function:
  5. // Programmer:        Mr Elusive (MrElusive@idsoftware.com)
  6. // Last update:        1999-09-08
  7. // Tab Size:        4 (real tabs)
  8. //===========================================================================
  9.  
  10.  
  11.  
  12. weight "Gauntlet"
  13. {
  14.     switch(INVENTORY_GAUNTLET)
  15.     {
  16.         case 1: return 0;
  17.         default: return W_GAUNTLET;
  18.     } //end switch
  19. } //end weight
  20.  
  21. weight "Shotgun"
  22. {
  23.     switch(INVENTORY_SHOTGUN)
  24.     {
  25.         case 1: return 0;
  26.         default:
  27.         {
  28.             switch(INVENTORY_SHELLS)
  29.             {
  30.                 case 1: return 0;
  31.                 default:
  32.                 {
  33.                     return W_SHOTGUN;
  34.                 } //end default
  35.             } //end switch
  36.         } //end default
  37.     } //end switch
  38. } //end weight
  39.  
  40. weight "Machinegun"
  41. {
  42.     switch(INVENTORY_MACHINEGUN)
  43.     {
  44.         case 1: return 0;
  45.         default:
  46.         {
  47.             switch(INVENTORY_BULLETS)
  48.             {
  49.                 case 1: return 0;
  50.                 default:
  51.                 {
  52.                     return W_MACHINEGUN;
  53.                 } //end default
  54.             } //end switch
  55.         } //end default
  56.     } //end switch
  57. } //end weight
  58.  
  59. weight "Grenade Launcher"
  60. {
  61.     switch(INVENTORY_GRENADELAUNCHER)
  62.     {
  63.         case 1: return 0;
  64.         default:
  65.         {
  66.             switch(INVENTORY_GRENADES)
  67.             {
  68.                 case 1: return 0;
  69.                 default:
  70.                 {
  71.                     return W_GRENADELAUNCHER;
  72.                 } //end default
  73.             } //end switch
  74.         } //end default
  75.     } //end switch
  76. } //end weight
  77.  
  78. weight "Rocket Launcher"
  79. {
  80.     switch(INVENTORY_ROCKETLAUNCHER)
  81.     {
  82.         case 1: return 0;
  83.         default:
  84.         {
  85.             switch(INVENTORY_ROCKETS)
  86.             {
  87.                 case 1: return 0;
  88.                 default:
  89.                 {
  90.                     return W_ROCKETLAUNCHER;
  91.                 } //end default
  92.             } //end switch
  93.         } //end default
  94.     } //end switch
  95. } //end weight
  96.  
  97. weight "Lightning Gun"
  98. {
  99.     switch(INVENTORY_LIGHTNING)
  100.     {
  101.         case 1: return 0;
  102.         default:
  103.         {
  104.             switch(INVENTORY_LIGHTNINGAMMO)
  105.             {
  106.                 case 1: return 0;
  107.                 default:
  108.                 {
  109.                     //the lightning gun has a limited range
  110.                     switch(ENEMY_HORIZONTAL_DIST)
  111.                     {
  112.                         case 768: return W_LIGHTNING;
  113.                         default: return $evalint(W_LIGHTNING*0.1);
  114.                     } //end switch
  115.                 } //end default
  116.             } //end switch
  117.         } //end default
  118.     } //end switch
  119. } //end weight
  120.  
  121. weight "Railgun"
  122. {
  123.     switch(INVENTORY_RAILGUN)
  124.     {
  125.         case 1: return 0;
  126.         default:
  127.         {
  128.             switch(INVENTORY_SLUGS)
  129.             {
  130.                 case 1: return 0;
  131.                 default:
  132.                 {
  133.                     return W_RAILGUN;
  134.                 } //end default
  135.             } //end switch
  136.         } //end default
  137.     } //end switch
  138. } //end weight
  139.  
  140. weight "Plasma Gun"
  141. {
  142.     switch(INVENTORY_PLASMAGUN)
  143.     {
  144.         case 1: return 0;
  145.         default:
  146.         {
  147.             switch(INVENTORY_CELLS)
  148.             {
  149.                 case 1: return 0;
  150.                 default:
  151.                 {
  152.                     return W_PLASMAGUN;
  153.                 } //end default
  154.             } //end switch
  155.         } //end default
  156.     } //end switch
  157. } //end weight
  158.  
  159. weight "BFG10K"
  160. {
  161.     switch(INVENTORY_BFG10K)
  162.     {
  163.         case 1: return 0;
  164.         default:
  165.         {
  166.             switch(INVENTORY_BFGAMMO)
  167.             {
  168.                 case 1: return 0;
  169.                 default:
  170.                 {
  171.                     return W_BFG10K;
  172.                 } //end default
  173.             } //end switch
  174.         } //end default
  175.     } //end switch
  176. } //end weight
  177.  
  178. weight "Grappling Hook"
  179. {
  180.     switch(INVENTORY_GRAPPLINGHOOK)
  181.     {
  182.         case 1: return 0;
  183.         default:
  184.         {
  185.             return W_GRAPPLE;
  186.         } //end default
  187.     } //end switch
  188. } //end weight
  189.  
  190.