⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 info.c

📁 Nxdoom真的满好用的
💻 C
📖 第 1 页 / 共 5 页
字号:
// Emacs style mode select   -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: info.c,v 1.2 2003/09/08 22:34:28 jasonk Exp $//// Copyright (C) 1993-1996 by id Software, Inc.//// This source is available for distribution and/or modification// only under the terms of the DOOM Source Code License as// published by id Software. All rights reserved.//// The source is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License// for more details.//// $Log: info.c,v $// Revision 1.2  2003/09/08 22:34:28  jasonk// Updated files because this fucker won't build for no fucking good reason.//// Revision 1.1.1.1  2003/09/04 21:08:13  jasonk// Initial import//// Revision 1.1  2000/12/08 21:07:53  jeffw// nxdoom initial entry -- No nxdoom/Makefile so it won't build automatically////// DESCRIPTION://	Thing frame/state LUT,//	generated by multigen utilitiy.//	This one is the original DOOM version, preserved.////-----------------------------------------------------------------------------static const charrcsid[] = "$Id: info.c,v 1.2 2003/09/08 22:34:28 jasonk Exp $";// Data.#include "sounds.h"#include "m_fixed.h"#ifdef __GNUG__#pragma implementation "info.h"#endif#include "info.h"#include "p_mobj.h"char *sprnames[NUMSPRITES] = {    "TROO","SHTG","PUNG","PISG","PISF","SHTF","SHT2","CHGG","CHGF","MISG",    "MISF","SAWG","PLSG","PLSF","BFGG","BFGF","BLUD","PUFF","BAL1","BAL2",    "PLSS","PLSE","MISL","BFS1","BFE1","BFE2","TFOG","IFOG","PLAY","POSS",    "SPOS","VILE","FIRE","FATB","FBXP","SKEL","MANF","FATT","CPOS","SARG",    "HEAD","BAL7","BOSS","BOS2","SKUL","SPID","BSPI","APLS","APBX","CYBR",    "PAIN","SSWV","KEEN","BBRN","BOSF","ARM1","ARM2","BAR1","BEXP","FCAN",    "BON1","BON2","BKEY","RKEY","YKEY","BSKU","RSKU","YSKU","STIM","MEDI",    "SOUL","PINV","PSTR","PINS","MEGA","SUIT","PMAP","PVIS","CLIP","AMMO",    "ROCK","BROK","CELL","CELP","SHEL","SBOX","BPAK","BFUG","MGUN","CSAW",    "LAUN","PLAS","SHOT","SGN2","COLU","SMT2","GOR1","POL2","POL5","POL4",    "POL3","POL1","POL6","GOR2","GOR3","GOR4","GOR5","SMIT","COL1","COL2",    "COL3","COL4","CAND","CBRA","COL6","TRE1","TRE2","ELEC","CEYE","FSKU",    "COL5","TBLU","TGRN","TRED","SMBT","SMGT","SMRT","HDB1","HDB2","HDB3",    "HDB4","HDB5","HDB6","POB1","POB2","BRS1","TLMP","TLP2"};// Doesn't work with g++, needs actionf_p1void  A_Light0();void A_WeaponReady();void A_Lower();void A_Raise();void A_Punch();void A_ReFire();void A_FirePistol();void A_Light1();void A_FireShotgun();void A_Light2();void A_FireShotgun2();void A_CheckReload();void A_OpenShotgun2();void A_LoadShotgun2();void A_CloseShotgun2();void A_FireCGun();void A_GunFlash();void A_FireMissile();void A_Saw();void A_FirePlasma();void A_BFGsound();void A_FireBFG();void A_BFGSpray();void A_Explode();void A_Pain();void A_PlayerScream();void A_Fall();void A_XScream();void A_Look();void A_Chase();void A_FaceTarget();void A_PosAttack();void A_Scream();void A_SPosAttack();void A_VileChase();void A_VileStart();void A_VileTarget();void A_VileAttack();void A_StartFire();void A_Fire();void A_FireCrackle();void A_Tracer();void A_SkelWhoosh();void A_SkelFist();void A_SkelMissile();void A_FatRaise();void A_FatAttack1();void A_FatAttack2();void A_FatAttack3();void A_BossDeath();void A_CPosAttack();void A_CPosRefire();void A_TroopAttack();void A_SargAttack();void A_HeadAttack();void A_BruisAttack();void A_SkullAttack();void A_Metal();void A_SpidRefire();void A_BabyMetal();void A_BspiAttack();void A_Hoof();void A_CyberAttack();void A_PainAttack();void A_PainDie();void A_KeenDie();void A_BrainPain();void A_BrainScream();void A_BrainDie();void A_BrainAwake();void A_BrainSpit();void A_SpawnSound();void A_SpawnFly();void A_BrainExplode();state_t	states[NUMSTATES] = {    {SPR_TROO,0,-1,{NULL},S_NULL,0,0},	// S_NULL    {SPR_SHTG,4,0,{A_Light0},S_NULL,0,0},	// S_LIGHTDONE    {SPR_PUNG,0,1,{A_WeaponReady},S_PUNCH,0,0},	// S_PUNCH    {SPR_PUNG,0,1,{A_Lower},S_PUNCHDOWN,0,0},	// S_PUNCHDOWN    {SPR_PUNG,0,1,{A_Raise},S_PUNCHUP,0,0},	// S_PUNCHUP    {SPR_PUNG,1,4,{NULL},S_PUNCH2,0,0},		// S_PUNCH1    {SPR_PUNG,2,4,{A_Punch},S_PUNCH3,0,0},	// S_PUNCH2    {SPR_PUNG,3,5,{NULL},S_PUNCH4,0,0},		// S_PUNCH3    {SPR_PUNG,2,4,{NULL},S_PUNCH5,0,0},		// S_PUNCH4    {SPR_PUNG,1,5,{A_ReFire},S_PUNCH,0,0},	// S_PUNCH5    {SPR_PISG,0,1,{A_WeaponReady},S_PISTOL,0,0},// S_PISTOL    {SPR_PISG,0,1,{A_Lower},S_PISTOLDOWN,0,0},	// S_PISTOLDOWN    {SPR_PISG,0,1,{A_Raise},S_PISTOLUP,0,0},	// S_PISTOLUP    {SPR_PISG,0,4,{NULL},S_PISTOL2,0,0},	// S_PISTOL1    {SPR_PISG,1,6,{A_FirePistol},S_PISTOL3,0,0},// S_PISTOL2    {SPR_PISG,2,4,{NULL},S_PISTOL4,0,0},	// S_PISTOL3    {SPR_PISG,1,5,{A_ReFire},S_PISTOL,0,0},	// S_PISTOL4    {SPR_PISF,32768,7,{A_Light1},S_LIGHTDONE,0,0},	// S_PISTOLFLASH    {SPR_SHTG,0,1,{A_WeaponReady},S_SGUN,0,0},	// S_SGUN    {SPR_SHTG,0,1,{A_Lower},S_SGUNDOWN,0,0},	// S_SGUNDOWN    {SPR_SHTG,0,1,{A_Raise},S_SGUNUP,0,0},	// S_SGUNUP    {SPR_SHTG,0,3,{NULL},S_SGUN2,0,0},	// S_SGUN1    {SPR_SHTG,0,7,{A_FireShotgun},S_SGUN3,0,0},	// S_SGUN2    {SPR_SHTG,1,5,{NULL},S_SGUN4,0,0},	// S_SGUN3    {SPR_SHTG,2,5,{NULL},S_SGUN5,0,0},	// S_SGUN4    {SPR_SHTG,3,4,{NULL},S_SGUN6,0,0},	// S_SGUN5    {SPR_SHTG,2,5,{NULL},S_SGUN7,0,0},	// S_SGUN6    {SPR_SHTG,1,5,{NULL},S_SGUN8,0,0},	// S_SGUN7    {SPR_SHTG,0,3,{NULL},S_SGUN9,0,0},	// S_SGUN8    {SPR_SHTG,0,7,{A_ReFire},S_SGUN,0,0},	// S_SGUN9    {SPR_SHTF,32768,4,{A_Light1},S_SGUNFLASH2,0,0},	// S_SGUNFLASH1    {SPR_SHTF,32769,3,{A_Light2},S_LIGHTDONE,0,0},	// S_SGUNFLASH2    {SPR_SHT2,0,1,{A_WeaponReady},S_DSGUN,0,0},	// S_DSGUN    {SPR_SHT2,0,1,{A_Lower},S_DSGUNDOWN,0,0},	// S_DSGUNDOWN    {SPR_SHT2,0,1,{A_Raise},S_DSGUNUP,0,0},	// S_DSGUNUP    {SPR_SHT2,0,3,{NULL},S_DSGUN2,0,0},	// S_DSGUN1    {SPR_SHT2,0,7,{A_FireShotgun2},S_DSGUN3,0,0},	// S_DSGUN2    {SPR_SHT2,1,7,{NULL},S_DSGUN4,0,0},	// S_DSGUN3    {SPR_SHT2,2,7,{A_CheckReload},S_DSGUN5,0,0},	// S_DSGUN4    {SPR_SHT2,3,7,{A_OpenShotgun2},S_DSGUN6,0,0},	// S_DSGUN5    {SPR_SHT2,4,7,{NULL},S_DSGUN7,0,0},	// S_DSGUN6    {SPR_SHT2,5,7,{A_LoadShotgun2},S_DSGUN8,0,0},	// S_DSGUN7    {SPR_SHT2,6,6,{NULL},S_DSGUN9,0,0},	// S_DSGUN8    {SPR_SHT2,7,6,{A_CloseShotgun2},S_DSGUN10,0,0},	// S_DSGUN9    {SPR_SHT2,0,5,{A_ReFire},S_DSGUN,0,0},	// S_DSGUN10    {SPR_SHT2,1,7,{NULL},S_DSNR2,0,0},	// S_DSNR1    {SPR_SHT2,0,3,{NULL},S_DSGUNDOWN,0,0},	// S_DSNR2    {SPR_SHT2,32776,5,{A_Light1},S_DSGUNFLASH2,0,0},	// S_DSGUNFLASH1    {SPR_SHT2,32777,4,{A_Light2},S_LIGHTDONE,0,0},	// S_DSGUNFLASH2    {SPR_CHGG,0,1,{A_WeaponReady},S_CHAIN,0,0},	// S_CHAIN    {SPR_CHGG,0,1,{A_Lower},S_CHAINDOWN,0,0},	// S_CHAINDOWN    {SPR_CHGG,0,1,{A_Raise},S_CHAINUP,0,0},	// S_CHAINUP    {SPR_CHGG,0,4,{A_FireCGun},S_CHAIN2,0,0},	// S_CHAIN1    {SPR_CHGG,1,4,{A_FireCGun},S_CHAIN3,0,0},	// S_CHAIN2    {SPR_CHGG,1,0,{A_ReFire},S_CHAIN,0,0},	// S_CHAIN3    {SPR_CHGF,32768,5,{A_Light1},S_LIGHTDONE,0,0},	// S_CHAINFLASH1    {SPR_CHGF,32769,5,{A_Light2},S_LIGHTDONE,0,0},	// S_CHAINFLASH2    {SPR_MISG,0,1,{A_WeaponReady},S_MISSILE,0,0},	// S_MISSILE    {SPR_MISG,0,1,{A_Lower},S_MISSILEDOWN,0,0},	// S_MISSILEDOWN    {SPR_MISG,0,1,{A_Raise},S_MISSILEUP,0,0},	// S_MISSILEUP    {SPR_MISG,1,8,{A_GunFlash},S_MISSILE2,0,0},	// S_MISSILE1    {SPR_MISG,1,12,{A_FireMissile},S_MISSILE3,0,0},	// S_MISSILE2    {SPR_MISG,1,0,{A_ReFire},S_MISSILE,0,0},	// S_MISSILE3    {SPR_MISF,32768,3,{A_Light1},S_MISSILEFLASH2,0,0},	// S_MISSILEFLASH1    {SPR_MISF,32769,4,{NULL},S_MISSILEFLASH3,0,0},	// S_MISSILEFLASH2    {SPR_MISF,32770,4,{A_Light2},S_MISSILEFLASH4,0,0},	// S_MISSILEFLASH3    {SPR_MISF,32771,4,{A_Light2},S_LIGHTDONE,0,0},	// S_MISSILEFLASH4    {SPR_SAWG,2,4,{A_WeaponReady},S_SAWB,0,0},	// S_SAW    {SPR_SAWG,3,4,{A_WeaponReady},S_SAW,0,0},	// S_SAWB    {SPR_SAWG,2,1,{A_Lower},S_SAWDOWN,0,0},	// S_SAWDOWN    {SPR_SAWG,2,1,{A_Raise},S_SAWUP,0,0},	// S_SAWUP    {SPR_SAWG,0,4,{A_Saw},S_SAW2,0,0},	// S_SAW1    {SPR_SAWG,1,4,{A_Saw},S_SAW3,0,0},	// S_SAW2    {SPR_SAWG,1,0,{A_ReFire},S_SAW,0,0},	// S_SAW3    {SPR_PLSG,0,1,{A_WeaponReady},S_PLASMA,0,0},	// S_PLASMA    {SPR_PLSG,0,1,{A_Lower},S_PLASMADOWN,0,0},	// S_PLASMADOWN    {SPR_PLSG,0,1,{A_Raise},S_PLASMAUP,0,0},	// S_PLASMAUP    {SPR_PLSG,0,3,{A_FirePlasma},S_PLASMA2,0,0},	// S_PLASMA1    {SPR_PLSG,1,20,{A_ReFire},S_PLASMA,0,0},	// S_PLASMA2    {SPR_PLSF,32768,4,{A_Light1},S_LIGHTDONE,0,0},	// S_PLASMAFLASH1    {SPR_PLSF,32769,4,{A_Light1},S_LIGHTDONE,0,0},	// S_PLASMAFLASH2    {SPR_BFGG,0,1,{A_WeaponReady},S_BFG,0,0},	// S_BFG    {SPR_BFGG,0,1,{A_Lower},S_BFGDOWN,0,0},	// S_BFGDOWN    {SPR_BFGG,0,1,{A_Raise},S_BFGUP,0,0},	// S_BFGUP    {SPR_BFGG,0,20,{A_BFGsound},S_BFG2,0,0},	// S_BFG1    {SPR_BFGG,1,10,{A_GunFlash},S_BFG3,0,0},	// S_BFG2    {SPR_BFGG,1,10,{A_FireBFG},S_BFG4,0,0},	// S_BFG3    {SPR_BFGG,1,20,{A_ReFire},S_BFG,0,0},	// S_BFG4    {SPR_BFGF,32768,11,{A_Light1},S_BFGFLASH2,0,0},	// S_BFGFLASH1    {SPR_BFGF,32769,6,{A_Light2},S_LIGHTDONE,0,0},	// S_BFGFLASH2    {SPR_BLUD,2,8,{NULL},S_BLOOD2,0,0},	// S_BLOOD1    {SPR_BLUD,1,8,{NULL},S_BLOOD3,0,0},	// S_BLOOD2    {SPR_BLUD,0,8,{NULL},S_NULL,0,0},	// S_BLOOD3    {SPR_PUFF,32768,4,{NULL},S_PUFF2,0,0},	// S_PUFF1    {SPR_PUFF,1,4,{NULL},S_PUFF3,0,0},	// S_PUFF2    {SPR_PUFF,2,4,{NULL},S_PUFF4,0,0},	// S_PUFF3    {SPR_PUFF,3,4,{NULL},S_NULL,0,0},	// S_PUFF4    {SPR_BAL1,32768,4,{NULL},S_TBALL2,0,0},	// S_TBALL1    {SPR_BAL1,32769,4,{NULL},S_TBALL1,0,0},	// S_TBALL2    {SPR_BAL1,32770,6,{NULL},S_TBALLX2,0,0},	// S_TBALLX1    {SPR_BAL1,32771,6,{NULL},S_TBALLX3,0,0},	// S_TBALLX2    {SPR_BAL1,32772,6,{NULL},S_NULL,0,0},	// S_TBALLX3    {SPR_BAL2,32768,4,{NULL},S_RBALL2,0,0},	// S_RBALL1    {SPR_BAL2,32769,4,{NULL},S_RBALL1,0,0},	// S_RBALL2    {SPR_BAL2,32770,6,{NULL},S_RBALLX2,0,0},	// S_RBALLX1    {SPR_BAL2,32771,6,{NULL},S_RBALLX3,0,0},	// S_RBALLX2    {SPR_BAL2,32772,6,{NULL},S_NULL,0,0},	// S_RBALLX3    {SPR_PLSS,32768,6,{NULL},S_PLASBALL2,0,0},	// S_PLASBALL

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -