// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id: d_items.c,v 1.3 2003/08/18 18:26:03 hurdler Exp $
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
//
// 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.
//
//
// $Log: d_items.c,v $
// Revision 1.3  2003/08/18 18:26:03  hurdler
// stable 1.41
//
// Revision 1.3  2001/01/25 22:15:41  bpereira
// added heretic support
//
// Revision 1.2  2000/02/27 00:42:10  hurdler
// fix CR+LF problem
//
// Revision 1.1.1.1  2000/02/22 20:32:32  hurdler
// Initial import into CVS (v1.29 pr3)
//
//
// DESCRIPTION: 
//      holds the weapon info for now...
//
//-----------------------------------------------------------------------------

// We are referring to sprite numbers.
#include "info.h"
#include "d_items.h"

//
// PSPRITE ACTIONS for weapons.
// This struct controls the weapon animations.
//
// Each entry is:
//  ammo/amunition type
//  upstate
//  downstate
//  readystate
//  atkstate, i.e. attack/fire/hit frame
//  flashstate, muzzle flash
//
weaponinfo_t doomweaponinfo[NUMWEAPONS] = {
    {
     // fist
     am_noammo,
     0,
     S_PUNCHUP,
     S_PUNCHDOWN,
     S_PUNCH,
     S_PUNCH1,
     S_PUNCH1,
     S_NULL}
    ,
    {
     // pistol
     am_clip,
     1,
     S_PISTOLUP,
     S_PISTOLDOWN,
     S_PISTOL,
     S_PISTOL1,
     S_PISTOL1,
     S_PISTOLFLASH}
    ,
    {
     // shotgun
     am_shell,
     1,
     S_SGUNUP,
     S_SGUNDOWN,
     S_SGUN,
     S_SGUN1,
     S_SGUN1,
     S_SGUNFLASH1}
    ,
    {
     // chaingun
     am_clip,
     1,
     S_CHAINUP,
     S_CHAINDOWN,
     S_CHAIN,
     S_CHAIN1,
     S_CHAIN1,
     S_CHAINFLASH1}
    ,
    {
     // missile launcher
     am_misl,
     1,
     S_MISSILEUP,
     S_MISSILEDOWN,
     S_MISSILE,
     S_MISSILE1,
     S_MISSILE1,
     S_MISSILEFLASH1}
    ,
    {
     // plasma rifle
     am_cell,
     1,
     S_PLASMAUP,
     S_PLASMADOWN,
     S_PLASMA,
     S_PLASMA1,
     S_PLASMA1,
     S_PLASMAFLASH1}
    ,
    {
     // bfg 9000
     am_cell,
     40,
     S_BFGUP,
     S_BFGDOWN,
     S_BFG,
     S_BFG1,
     S_BFG1,
     S_BFGFLASH1}
    ,
    {
     // chainsaw
     am_noammo,
     0,
     S_SAWUP,
     S_SAWDOWN,
     S_SAW,
     S_SAW1,
     S_SAW1,
     S_NULL}
    ,
    {
     // super shotgun
     am_shell,
     2,
     S_DSGUNUP,
     S_DSGUNDOWN,
     S_DSGUN,
     S_DSGUN1,
     S_DSGUN1,
     S_DSGUNFLASH1}
    ,
};
