ref: cbe3f178b8c314a6b66c04f26906b06153e59c3a
dir: /src/deh_weapon.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: deh_weapon.c 156 2005-10-03 11:02:08Z fraggle $ // // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // $Log$ // Revision 1.2 2005/10/03 11:02:08 fraggle // Add a weaponinfo_t mapping // // Revision 1.1 2005/10/02 23:49:01 fraggle // The beginnings of dehacked support // // //----------------------------------------------------------------------------- // // Parses "Weapon" sections in dehacked files // //----------------------------------------------------------------------------- #include "doomdef.h" #include "doomtype.h" #include "d_items.h" #include "deh_defs.h" #include "deh_mapping.h" DEH_BEGIN_MAPPING(weapon_mapping, weaponinfo_t) DEH_MAPPING("Ammo type", ammo) DEH_MAPPING("Deselect frame", upstate) DEH_MAPPING("Select frame", downstate) DEH_MAPPING("Bobbing frame", readystate) DEH_MAPPING("Shooting frame", atkstate) DEH_MAPPING("Firing frame", flashstate) DEH_END_MAPPING static void *DEH_WeaponStart(deh_context_t *context, char *line) { return NULL; } static void DEH_WeaponEnd(deh_context_t *context, void *tag) { } static void DEH_WeaponParseLine(deh_context_t *context, char *line, void *tag) { } deh_section_t deh_section_weapon = { "Weapon", NULL, DEH_WeaponStart, DEH_WeaponParseLine, DEH_WeaponEnd, };