2018-08-19 09:46:58 +02:00
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#pragma once
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2020-05-30 15:55:23 +02:00
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#include "items.h"
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#include "trmath.h"
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2018-11-01 09:10:32 +01:00
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2020-05-30 15:55:23 +02:00
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#define PELLET_SCATTER ANGLE(20.0f)
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constexpr auto HARPOON_DRAW_ANIM = 1;
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constexpr auto ROCKET_DRAW_ANIM = 0;
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constexpr auto HARPOON_SPEED = 256;
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constexpr auto HARPOON_TIME = 256;
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constexpr auto ROCKET_SPEED = 512;
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constexpr auto GRENADE_SPEED = 128;
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constexpr auto MAX_GRENADE_FALLSPEED = 128;
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constexpr auto GRENADE_YOFF = 180;
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constexpr auto GRENADE_ZOFF = 80;
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constexpr auto CROSSBOW_DAMAGE = 5;
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constexpr auto CROSSBOW_AMMO1 = 1;
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constexpr auto CROSSBOW_AMMO2 = 2;
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constexpr auto CROSSBOW_AMMO3 = 2;
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constexpr auto CROSSBOW_HIT_RADIUS = 128;
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constexpr auto CROSSBOW_EXPLODE_RADIUS = SECTOR(2);
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constexpr auto GRENADE_EXPLODE_RADIUS = SECTOR(2);
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2018-11-01 22:45:59 +01:00
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2019-12-02 14:49:19 +01:00
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void FireGrenade();
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void ControlGrenade(short itemNumber);
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void GrenadeExplosionEffects(int x, int y, int z, short roomNumber);
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void FireHarpoon();
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void ControlHarpoonBolt(short itemNumber);
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2020-01-30 14:05:19 +01:00
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void draw_shotgun(int weaponType);
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2019-12-02 14:49:19 +01:00
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void AnimateShotgun(int weaponType);
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void ControlCrossbowBolt(short itemNumber);
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void FireCrossbow(PHD_3DPOS* pos);
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void RifleHandler(int weaponType);
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void DoGrenadeDamageOnBaddie(ITEM_INFO* src, ITEM_INFO* dest);
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void TriggerUnderwaterExplosion(ITEM_INFO* item);
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void undraw_shotgun_meshes(int weapon);
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void undraw_shotgun(int weapon);
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void draw_shotgun_meshes(int weaponType);
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void FireHK(int mode);
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void FireShotgun();
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2020-05-30 15:55:23 +02:00
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void DoCrossbowDamage(ITEM_INFO* item1, ITEM_INFO* item2, signed int search);
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2019-12-02 14:49:19 +01:00
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void ready_shotgun(int weaponType);
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