diff options
Diffstat (limited to 'src/game/bg_misc.c')
-rw-r--r-- | src/game/bg_misc.c | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index ccddcedb..2b51efbc 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -2063,6 +2063,7 @@ weaponAttributes_t bg_weapons[ ] = "Rifle", //char *weaponHumanName; { "models/weapons2/machinegun/machinegun.md3", 0, 0, 0 }, "icons/iconw_machinegun", + "gfx/2d/crosshaira", 24, RIFLE_CLIPSIZE, //int quan; RIFLE_SPAWNCLIPS, //int clips; RIFLE_MAXCLIPS, //int maxClips; @@ -2087,6 +2088,7 @@ weaponAttributes_t bg_weapons[ ] = "Flame Thrower", //char *weaponHumanName; { "models/weapons2/plasma/plasma.md3", 0, 0, 0 }, "icons/iconw_plasma", + "gfx/2d/crosshaira", 24, FLAMER_GAS, //int quan; 0, //int clips; 0, //int maxClips; @@ -2111,6 +2113,7 @@ weaponAttributes_t bg_weapons[ ] = "Chaingun", //char *weaponHumanName; { "models/weapons2/machinegun/machinegun.md3", 0, 0, 0 }, "icons/iconw_machinegun", + "gfx/2d/crosshairb", 48, CHAINGUN_BULLETS, //int quan; 0, //int clips; 0, //int maxClips; @@ -2135,6 +2138,7 @@ weaponAttributes_t bg_weapons[ ] = "Mass Driver", //char *weaponHumanName; { "models/weapons2/bfg/bfg.md3", 0, 0, 0 }, "icons/iconw_bfg", + "gfx/2d/crosshaira", 24, MDRIVER_CLIPSIZE, //int quan; MDRIVER_SPAWNCLIPS, //int clips; MDRIVER_MAXCLIPS, //int maxClips; @@ -2159,6 +2163,7 @@ weaponAttributes_t bg_weapons[ ] = "Pulse Rifle", //char *weaponHumanName; { "models/weapons2/plasma/plasma.md3", 0, 0, 0 }, "icons/iconw_plasma", + "gfx/2d/crosshaira", 24, PRIFLE_CLIPS, //int quan; PRIFLE_SPAWNCLIPS, //int clips; PRIFLE_MAXCLIPS, //int maxClips; @@ -2183,6 +2188,7 @@ weaponAttributes_t bg_weapons[ ] = "Lucifer Canon", //char *weaponHumanName; { "models/weapons2/bfg/bfg.md3", 0, 0, 0 }, "icons/iconw_bfg", + "gfx/2d/crosshaira", 24, LCANON_AMMO, //int quan; 0, //int clips; 0, //int maxClips; @@ -2207,6 +2213,7 @@ weaponAttributes_t bg_weapons[ ] = "Las Gun", //char *weaponHumanName; { "models/weapons2/grenadel/grenadel.md3", 0, 0, 0 }, "icons/iconw_plasma", + "gfx/2d/crosshaira", 24, LASGUN_AMMO, //int quan; 0, //int clips; 0, //int maxClips; @@ -2231,6 +2238,7 @@ weaponAttributes_t bg_weapons[ ] = "Pain Saw", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; @@ -2255,6 +2263,7 @@ weaponAttributes_t bg_weapons[ ] = "Construction Kit", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; @@ -2279,6 +2288,7 @@ weaponAttributes_t bg_weapons[ ] = "Adv Construction Kit",//char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; @@ -2303,6 +2313,7 @@ weaponAttributes_t bg_weapons[ ] = "Alien build weapon", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; @@ -2327,6 +2338,7 @@ weaponAttributes_t bg_weapons[ ] = "Alien build weapon2",//char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; @@ -2351,6 +2363,7 @@ weaponAttributes_t bg_weapons[ ] = "Venom", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; @@ -2375,6 +2388,7 @@ weaponAttributes_t bg_weapons[ ] = "Claw and pounce", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; @@ -2399,6 +2413,7 @@ weaponAttributes_t bg_weapons[ ] = "Claw and pounce (upgrade)", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 3, //int quan; 0, //int clips; 0, //int maxClips; @@ -2423,6 +2438,7 @@ weaponAttributes_t bg_weapons[ ] = "Claws", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; @@ -2447,6 +2463,7 @@ weaponAttributes_t bg_weapons[ ] = "Claws Upgrade", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; @@ -2471,6 +2488,7 @@ weaponAttributes_t bg_weapons[ ] = "Area Zap", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; @@ -2495,6 +2513,7 @@ weaponAttributes_t bg_weapons[ ] = "Directed Zap", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; @@ -2519,6 +2538,7 @@ weaponAttributes_t bg_weapons[ ] = "Ground Pound", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; @@ -2543,6 +2563,7 @@ weaponAttributes_t bg_weapons[ ] = "Lock Blob", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; @@ -2567,6 +2588,7 @@ weaponAttributes_t bg_weapons[ ] = "Tesla Generator", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", + NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; @@ -2746,6 +2768,43 @@ char *BG_FindIconForWeapon( int weapon ) /* ============== +BG_FindCrosshairForWeapon +============== +*/ +char *BG_FindCrosshairForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + return bg_weapons[ i ].crosshair; + } + + //wimp out + return 0; +} + +/* +============== +BG_FindCrosshairSizeForWeapon +============== +*/ +int BG_FindCrosshairSizeForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + return bg_weapons[ i ].crosshairSize; + } + + return 24; +} + +/* +============== BG_FindAmmoForWeapon ============== */ |