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GeezerVison is showing github.com — NXEngine/p_arms.h at master · EXL/NXEngine Expand file tree/ Copy pathp_arms.hMore file actions 114 lines (91 loc) · 1.69 KB / Copy pathp_arms.hFile metadata and controls114 lines (91 loc) · 1.69 KB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 #ifndef _P_ARMS_H #define _P_ARMS_H // player->weapons[] array enum { WPN_NONE = 0, WPN_SNAKE = 1, WPN_POLARSTAR = 2, WPN_FIREBALL = 3, WPN_MGUN = 4, WPN_MISSILE = 5, WPN_BUBBLER = 7, WPN_BLADE = 9, WPN_SUPER_MISSILE = 10, WPN_NEMESIS = 12, WPN_SPUR = 13, WPN_COUNT = 14 }; // stored inside player structure struct Weapon { bool hasWeapon; // true if player has this weapon int xp, max_xp[3]; // current XP, & max XP per level uint8_t level; // current level (0=L1 1=L2 2=L3) int ammo; // current ammo (0 = n/a) int maxammo; // max ammo (0 = unlimited) // for rapid fire weapons. if firerate = 0, must push for each shot. int firetimer; int firerate[3]; // for recharging weapons int rechargetimer; int rechargerate[3]; // for charged-shot weapons (Spur) int chargetimer; void SetFireRate(int l1, int l2, int l3) { firerate[0] = l1; firerate[1] = l2; firerate[2] = l3; } void SetRechargeRate(int l1, int l2, int l3) { rechargerate[0] = l1; rechargerate[1] = l2; rechargerate[2] = l3; } }; // shot types for SetupBullet. // matches the order of bullet_table. enum { B_PSTAR_L1, B_PSTAR_L2, B_PSTAR_L3, B_MGUN_L1, B_MGUN_L2, B_MGUN_L2P2, B_MGUN_L2P3, B_MGUN_L3, B_MGUN_L3P2, B_MGUN_L3P3, B_MGUN_L3P4, B_MGUN_L3P5, B_MISSILE_L1, B_MISSILE_L2, B_MISSILE_L3, B_SUPER_MISSILE_L1, B_SUPER_MISSILE_L2, B_SUPER_MISSILE_L3, B_FIREBALL1, B_FIREBALL2, B_FIREBALL3, B_BLADE_L1, B_BLADE_L2, B_BLADE_L3, B_SNAKE_L1, B_SNAKE_L2, B_SNAKE_L3, B_NEMESIS_L1, B_NEMESIS_L2, B_NEMESIS_L3, B_BUBBLER_L1, B_BUBBLER_L2, B_BUBBLER_L3, B_SPUR_L1, B_SPUR_L2, B_SPUR_L3, B_CURLYS_NEMESIS, B_LAST }; #endif |
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