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C/C++ Source or Header  |  2000-09-08  |  4.1 KB  |  254 lines

  1. //===========================================================================
  2. //
  3. // Name:            fw_weap.c
  4. // Function:
  5. // Programmer:        Mr Elusive
  6. // Last update:        1999-09-08
  7. // Tab Size:        4 (real tabs)
  8. //===========================================================================
  9.  
  10. #ifndef W_NAILGUN
  11. #define W_NAILGUN            40
  12. #endif
  13. #ifndef W_PROXLAUNCHER
  14. #define W_PROXLAUNCHER        30
  15. #endif
  16. #ifndef W_CHAINGUN
  17. #define W_CHAINGUN            45
  18. #endif
  19.  
  20. weight "Gauntlet"
  21. {
  22.     switch(INVENTORY_GAUNTLET)
  23.     {
  24.         case 1: return 0;
  25.         default: return W_GAUNTLET;
  26.     } //end switch
  27. } //end weight
  28.  
  29. weight "Shotgun"
  30. {
  31.     switch(INVENTORY_SHOTGUN)
  32.     {
  33.         case 1: return 0;
  34.         default:
  35.         {
  36.             switch(INVENTORY_SHELLS)
  37.             {
  38.                 case 1: return 0;
  39.                 default:
  40.                 {
  41.                     return W_SHOTGUN;
  42.                 } //end default
  43.             } //end switch
  44.         } //end default
  45.     } //end switch
  46. } //end weight
  47.  
  48. weight "Machinegun"
  49. {
  50.     switch(INVENTORY_MACHINEGUN)
  51.     {
  52.         case 1: return 0;
  53.         default:
  54.         {
  55.             switch(INVENTORY_BULLETS)
  56.             {
  57.                 case 1: return 0;
  58.                 default:
  59.                 {
  60.                     return W_MACHINEGUN;
  61.                 } //end default
  62.             } //end switch
  63.         } //end default
  64.     } //end switch
  65. } //end weight
  66.  
  67. weight "Grenade Launcher"
  68. {
  69.     switch(INVENTORY_GRENADELAUNCHER)
  70.     {
  71.         case 1: return 0;
  72.         default:
  73.         {
  74.             switch(INVENTORY_GRENADES)
  75.             {
  76.                 case 1: return 0;
  77.                 default:
  78.                 {
  79.                     return W_GRENADELAUNCHER;
  80.                 } //end default
  81.             } //end switch
  82.         } //end default
  83.     } //end switch
  84. } //end weight
  85.  
  86. weight "Rocket Launcher"
  87. {
  88.     switch(INVENTORY_ROCKETLAUNCHER)
  89.     {
  90.         case 1: return 0;
  91.         default:
  92.         {
  93.             switch(INVENTORY_ROCKETS)
  94.             {
  95.                 case 1: return 0;
  96.                 default:
  97.                 {
  98.                     return W_ROCKETLAUNCHER;
  99.                 } //end default
  100.             } //end switch
  101.         } //end default
  102.     } //end switch
  103. } //end weight
  104.  
  105. weight "Lightning Gun"
  106. {
  107.     switch(INVENTORY_LIGHTNING)
  108.     {
  109.         case 1: return 0;
  110.         default:
  111.         {
  112.             switch(INVENTORY_LIGHTNINGAMMO)
  113.             {
  114.                 case 1: return 0;
  115.                 default:
  116.                 {
  117.                     //the lightning gun has a limited range
  118.                     switch(ENEMY_HORIZONTAL_DIST)
  119.                     {
  120.                         case 768: return W_LIGHTNING;
  121.                         default: return $evalint(W_LIGHTNING*0.1);
  122.                     } //end switch
  123.                 } //end default
  124.             } //end switch
  125.         } //end default
  126.     } //end switch
  127. } //end weight
  128.  
  129. weight "Railgun"
  130. {
  131.     switch(INVENTORY_RAILGUN)
  132.     {
  133.         case 1: return 0;
  134.         default:
  135.         {
  136.             switch(INVENTORY_SLUGS)
  137.             {
  138.                 case 1: return 0;
  139.                 default:
  140.                 {
  141.                     return W_RAILGUN;
  142.                 } //end default
  143.             } //end switch
  144.         } //end default
  145.     } //end switch
  146. } //end weight
  147.  
  148. weight "Plasma Gun"
  149. {
  150.     switch(INVENTORY_PLASMAGUN)
  151.     {
  152.         case 1: return 0;
  153.         default:
  154.         {
  155.             switch(INVENTORY_CELLS)
  156.             {
  157.                 case 1: return 0;
  158.                 default:
  159.                 {
  160.                     return W_PLASMAGUN;
  161.                 } //end default
  162.             } //end switch
  163.         } //end default
  164.     } //end switch
  165. } //end weight
  166.  
  167. weight "BFG10K"
  168. {
  169.     switch(INVENTORY_BFG10K)
  170.     {
  171.         case 1: return 0;
  172.         default:
  173.         {
  174.             switch(INVENTORY_BFGAMMO)
  175.             {
  176.                 case 1: return 0;
  177.                 default:
  178.                 {
  179.                     return W_BFG10K;
  180.                 } //end default
  181.             } //end switch
  182.         } //end default
  183.     } //end switch
  184. } //end weight
  185.  
  186. weight "Grappling Hook"
  187. {
  188.     switch(INVENTORY_GRAPPLINGHOOK)
  189.     {
  190.         case 1: return 0;
  191.         default:
  192.         {
  193.             return W_GRAPPLE;
  194.         } //end default
  195.     } //end switch
  196. } //end weight
  197.  
  198. weight "Nailgun"
  199. {
  200.     switch(INVENTORY_NAILGUN)
  201.     {
  202.         case 1: return 0;
  203.         default:
  204.         {
  205.             switch(INVENTORY_NAILS)
  206.             {
  207.                 case 1: return 0;
  208.                 default:
  209.                 {
  210.                     return W_NAILGUN;
  211.                 } //end default
  212.             } //end switch
  213.         } //end default
  214.     } //end switch
  215. } //end weight
  216.  
  217. weight "Prox Launcher"
  218. {
  219.     switch(INVENTORY_PROXLAUNCHER)
  220.     {
  221.         case 1: return 0;
  222.         default:
  223.         {
  224.             switch(INVENTORY_MINES)
  225.             {
  226.                 case 1: return 0;
  227.                 default:
  228.                 {
  229.                     return W_PROXLAUNCHER;
  230.                 } //end default
  231.             } //end switch
  232.         } //end default
  233.     } //end switch
  234. } //end weight
  235.  
  236. weight "Chaingun"
  237. {
  238.     switch(INVENTORY_CHAINGUN)
  239.     {
  240.         case 1: return 0;
  241.         default:
  242.         {
  243.             switch(INVENTORY_BELT)
  244.             {
  245.                 case 1: return 0;
  246.                 default:
  247.                 {
  248.                     return W_CHAINGUN;
  249.                 } //end default
  250.             } //end switch
  251.         } //end default
  252.     } //end switch
  253. } //end weight
  254.