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-rw-r--r--src/game/bg_misc.c59
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
==============
*/