mirror of
https://github.com/jmarshall23/Hellfire.git
synced 2026-08-12 07:50:53 +02:00
1887 lines
89 KiB
C++
1887 lines
89 KiB
C++
/*-----------------------------------------------------------------------**
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** Diablo
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**
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** Missiles data file
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**
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** (C)1996 Condor, Inc. All rights reserved.
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**
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**-----------------------------------------------------------------------**
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** $Header: /Diablo/MISDAT.CPP 2 1/23/97 12:21p Jmorin $
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**-----------------------------------------------------------------------**
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**
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** File Routines
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**-----------------------------------------------------------------------*/
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#include "diablo.h"
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#pragma hdrstop
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#include "effects.h"
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#include "missiles.h"
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#include "misdat.h"
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void AddLArrow(int, int, int, int, int, int, char, int, int);
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void AddArrow(int, int, int, int, int, int, char, int, int);
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void AddRndTeleport(int, int, int, int, int, int, char, int, int);
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void AddFirebolt(int, int, int, int, int, int, char, int, int);
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void AddMagmaball(int, int, int, int, int, int, char, int, int);
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void AddTeleport(int, int, int, int, int, int, char, int, int);
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void AddLightball(int, int, int, int, int, int, char, int, int);
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void AddLightwall(int, int, int, int, int, int, char, int, int);
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void AddFirewall(int, int, int, int, int, int, char, int, int);
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void AddFireball(int, int, int, int, int, int, char, int, int);
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void AddLightctrl(int, int, int, int, int, int, char, int, int);
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void AddLightning(int, int, int, int, int, int, char, int, int);
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void AddMisexp(int, int, int, int, int, int, char, int, int);
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void AddTown(int, int, int, int, int, int, char, int, int);
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void AddFlash(int, int, int, int, int, int, char, int, int);
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void AddFlash2(int, int, int, int, int, int, char, int, int);
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void AddManashield(int, int, int, int, int, int, char, int, int);
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void AddFiremove(int, int, int, int, int, int, char, int, int);
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void AddGuardian(int, int, int, int, int, int, char, int, int);
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void AddChain(int, int, int, int, int, int, char, int, int);
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//void AddChainball(int, int, int, int, int, int, char, int, int);
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void AddBlood(int, int, int, int, int, int, char, int, int);
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void AddRage(int, int, int, int, int, int, char, int, int);
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void AddBone(int, int, int, int, int, int, char, int, int);
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void AddMetal(int, int, int, int, int, int, char, int, int);
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void AddRhino(int, int, int, int, int, int, char, int, int);
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void AddFireman(int, int, int, int, int, int, char, int, int);
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void AddFlare(int, int, int, int, int, int, char, int, int);
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//void AddDoom(int, int, int, int, int, int, char, int, int);
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void AddFireonly(int, int, int, int, int, int, char, int, int);
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void AddStone(int, int, int, int, int, int, char, int, int);
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void AddBloodR(int, int, int, int, int, int, char, int, int);
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void AddSpurt(int, int, int, int, int, int, char, int, int);
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void AddBoom(int, int, int, int, int, int, char, int, int);
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void AddHeal(int, int, int, int, int, int, char, int, int);
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void AddMana(int, int, int, int, int, int, char, int, int);
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void AddFMana(int, int, int, int, int, int, char, int, int);
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void AddHealOther(int, int, int, int, int, int, char, int, int);
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void AddIdentify(int, int, int, int, int, int, char, int, int);
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void AddFirewallC(int, int, int, int, int, int, char, int, int);
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void AddInfra(int, int, int, int, int, int, char, int, int);
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void AddWave(int, int, int, int, int, int, char, int, int);
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void AddNova(int, int, int, int, int, int, char, int, int);
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void AddBoil(int, int, int, int, int, int, char, int, int);
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void AddRepair(int, int, int, int, int, int, char, int, int);
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void AddRecharge(int, int, int, int, int, int, char, int, int);
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void AddDisarm(int, int, int, int, int, int, char, int, int);
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void AddApoca(int, int, int, int, int, int, char, int, int);
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void AddFlame(int, int, int, int, int, int, char, int, int);
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void AddFlamec(int, int, int, int, int, int, char, int, int);
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void AddKrull(int, int, int, int, int, int, char, int, int);
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void AddCbolt(int, int, int, int, int, int, char, int, int);
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void AddHbolt(int, int, int, int, int, int, char, int, int);
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void AddResurrect(int, int, int, int, int, int, char, int, int);
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void AddResurrectBeam(int, int, int, int, int, int, char, int, int);
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void AddTelekinesis(int, int, int, int, int, int, char, int, int);
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void AddAcid(int, int, int, int, int, int, char, int, int);
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void AddAcidpud(int, int, int, int, int, int, char, int, int);
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void AddGolem(int, int, int, int, int, int, char, int, int);
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void AddElement(int, int, int, int, int, int, char, int, int);
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void AddEther(int, int, int, int, int, int, char, int, int);
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void AddBoneSpirit(int, int, int, int, int, int, char, int, int);
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void AddWeapexp(int, int, int, int, int, int, char, int, int);
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void AddRportal(int, int, int, int, int, int, char, int, int);
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void AddDiabApoca(int, int, int, int, int, int, char, int, int);
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void AddSpecialArrow(int, int, int, int, int, int, char, int, int);
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void AddFBArrow(int, int, int, int, int, int, char, int, int);
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void AddLTArrow(int, int, int, int, int, int, char, int, int);
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void AddCBArrow(int, int, int, int, int, int, char, int, int);
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void AddHBArrow(int, int, int, int, int, int, char, int, int);
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void AddTeleStairs(int, int, int, int, int, int, char, int, int);
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void AddReflect(int, int, int, int, int, int, char, int, int);
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void AddBerserk(int, int, int, int, int, int, char, int, int);
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void AddFlameBox(int, int, int, int, int, int, char, int, int);
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void AddDisEnchant(int, int, int, int, int, int, char, int, int);
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void AddManaRemove(int, int, int, int, int, int, char, int, int);
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void AddShowMagicItems(int, int, int, int, int, int, char, int, int);
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void AddAura(int, int, int, int, int, int, char, int, int);
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void AddAura2(int, int, int, int, int, int, char, int, int);
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void AddSpiralFireBall(int, int, int, int, int, int, char, int, int);
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void AddRuneOfFire(int, int, int, int, int, int, char, int, int);
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void AddRuneOfLight(int, int, int, int, int, int, char, int, int);
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void AddRuneOfNova(int, int, int, int, int, int, char, int, int);
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void AddRuneOfImmolation(int, int, int, int, int, int, char, int, int);
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void AddRuneOfStone(int, int, int, int, int, int, char, int, int);
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void AddBigExplosion(int, int, int, int, int, int, char, int, int);
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void AddHorkSpawn(int, int, int, int, int, int, char, int, int);
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void AddRandom(int, int, int, int, int, int, char, int, int);
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void AddReallyBigExp(int, int, int, int, int, int, char, int, int);
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void MI_Dummy(int);
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void MI_Manashield(int);
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void MI_SetManashield(int);
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void MI_LArrow(int);
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void MI_Arrow(int);
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void MI_Firebolt(int);
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void MI_Lightball(int);
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void MI_Lightwall(int);
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void MI_Firewall(int);
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void MI_Fireball(int);
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void MI_Lightctrl(int);
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void MI_Lightning(int);
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void MI_Misexp(int);
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void MI_Town(int);
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void MI_Flash(int);
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void MI_Flash2(int);
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void MI_Manashield(int);
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void MI_Firemove(int);
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void MI_Guardian(int);
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void MI_Chain(int);
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//void MI_Chainball(int);
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void MI_Blood(int);
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void MI_Rage(int);
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void MI_Rhino(int);
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void MI_Fireman(int);
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void MI_Misexp(int);
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void MI_Teleport(int);
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//void MI_Doom(int);
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void MI_Stone(int);
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void MI_Boom(int);
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void MI_FirewallC(int);
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void MI_LightwallC(int);
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void MI_Infra(int);
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void MI_Apoca(int);
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void MI_Wave(int);
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void MI_Nova(int);
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void MI_FireNova(int);
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void MI_Boil(int);
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void MI_Flame(int);
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void MI_Flamec(int);
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void MI_Krull(int);
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void MI_Cbolt(int);
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void MI_Hbolt(int);
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void MI_Acid(int);
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void MI_Acidsplat(int);
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void MI_Acidpud(int);
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void MI_Ether(int);
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void MI_Element(int);
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void MI_ResurrectBeam(int);
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void MI_Weapexp(int);
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void MI_Rportal(int);
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void MI_Golem(int);
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void MI_Bonespirit(int);
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void MI_SpecialArrow(int);
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void MI_LTArrow(int);
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void MI_FlameBox(int);
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void MI_LightBox(int);
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void MI_ShowMagicItems(int);
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void MI_Aura(int);
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void MI_Aura2(int);
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void MI_SpiralFireBall(int);
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void MI_Rune(int);
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void MI_BigExplosion(int);
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void MI_HorkSpawn(int);
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void MI_Reflect(int);
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/*-----------------------------------------------------------------------*
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** Global Variables
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**-----------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------*
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**-----------------------------------------------------------------------*/
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MissileData missiledata[NUMBER_OF_MISSILE_TYPES] =
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{
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{ MIT_ARROW, // #defines name of missile for ease of use
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AddArrow, // procedure for creating one of these missiles
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MI_Arrow, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_WEAP, // missile type (weapon, spell, none)
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MIMT_NONE, // missile resistance type (fire, light, misc, none)
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MF_ARROW, // file# of missile gfx table
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-1, // missile launch sound
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-1 }, // missile impact sound
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{ MIT_FIREBOLT, // #defines name of missile for ease of use
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AddFirebolt, // procedure for creating one of these missiles
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MI_Firebolt, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_FIRE, // missile resistance type (fire, light, misc, none)
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MF_FIREBOLT, // file# of missile gfx table
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LS_FBOLT1, // missile launch sound
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LS_FIRIMP2 }, // missile impact sound
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{ MIT_GUARDIAN, // #defines name of missile for ease of use
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AddGuardian, // procedure for creating one of these missiles
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MI_Guardian, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_NONE, // missile resistance type (fire, light, misc, none)
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MF_GUARDIAN, // file# of missile gfx table
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LS_GUARD, // missile launch sound
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LS_GUARDLAN }, // missile impact sound
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{ MIT_PHASE, // #defines name of missile for ease of use
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AddRndTeleport, // procedure for creating one of these missiles
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MI_Teleport, // procedure to run each frame
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FALSE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_NONE, // missile resistance type (fire, light, misc, none)
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MF_NONE, // file# of missile gfx table
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LS_TELEPORT, // missile launch sound
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-1 }, // missile impact sound
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{ MIT_LIGHTBALL, // #defines name of missile for ease of use
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AddLightball, // procedure for creating one of these missiles
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MI_Lightball, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_LGHT, // missile resistance type (fire, light, misc, none)
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MF_LIGHTNING, // file# of missile gfx table
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-1, // missile launch sound
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-1 }, // missile impact sound
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{ MIT_FIREWALL, // #defines name of missile for ease of use
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AddFirewall, // procedure for creating one of these missiles
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MI_Firewall, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_FIRE, // missile resistance type (fire, light, misc, none)
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MF_FIRE, // file# of missile gfx table
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LS_WALLLOOP, // missile launch sound
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LS_FIRIMP2 }, // missile impact sound
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{ MIT_FIREBALL, // #defines name of missile for ease of use
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AddFireball, // procedure for creating one of these missiles
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MI_Fireball, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_FIRE, // missile resistance type (fire, light, misc, none)
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MF_FIREBOLT, // file# of missile gfx table
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LS_FBOLT1, // missile launch sound
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LS_FIRIMP2 }, // missile impact sound
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{ MIT_LIGHTCTRL, // #defines name of missile for ease of use
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AddLightctrl, // procedure for creating one of these missiles
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MI_Lightctrl, // procedure to run each frame
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FALSE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_LGHT, // missile resistance type (fire, light, misc, none)
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MF_LIGHTNING, // file# of missile gfx table
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-1, // missile launch sound
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-1 }, // missile impact sound
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{ MIT_LIGHTNING, // #defines name of missile for ease of use
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AddLightning, // procedure for creating one of these missiles
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MI_Lightning, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_LGHT, // missile resistance type (fire, light, misc, none)
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MF_LIGHTNING, // file# of missile gfx table
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LS_LNING1, // missile launch sound
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LS_ELECIMP1 }, // missile impact sound
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{ MIT_MISEXP, // #defines name of missile for ease of use
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AddMisexp, // procedure for creating one of these missiles
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MI_Misexp, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_NONE, // missile type (weapon, spell, none)
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MIMT_NONE, // missile resistance type (fire, light, misc, none)
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MF_EXP1, // file# of missile gfx table
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-1, // missile launch sound
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-1 }, // missile impact sound
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{ MIT_TOWN, // #defines name of missile for ease of use
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AddTown, // procedure for creating one of these missiles
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MI_Town, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_MISC, // missile resistance type (fire, light, misc, none)
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MF_TOWN, // file# of missile gfx table
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LS_SENTINEL, // missile launch sound
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LS_ELEMENTL }, // missile impact sound
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{ MIT_FLASH, // #defines name of missile for ease of use
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AddFlash, // procedure for creating one of these missiles
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MI_Flash, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_MISC, // missile resistance type (fire, light, misc, none)
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MF_FLASH1, // file# of missile gfx table
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LS_NOVA, // missile launch sound
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LS_ELECIMP1 }, // missile impact sound
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{ MIT_FLASH2, // #defines name of missile for ease of use
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AddFlash2, // procedure for creating one of these missiles
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MI_Flash2, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_MISC, // missile resistance type (fire, light, misc, none)
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MF_FLASH2, // file# of missile gfx table
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-1, // missile launch sound
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-1 }, // missile impact sound
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{ MIT_MANASHIELD, // #defines name of missile for ease of use
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AddManashield, // procedure for creating one of these missiles
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MI_SetManashield, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_MISC, // missile resistance type (fire, light, misc, none)
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MF_MANASHLD, // file# of missile gfx table
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LS_MSHIELD, // missile launch sound
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-1 }, // missile impact sound
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{ MIT_FIREMOVE, // #defines name of missile for ease of use
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AddFiremove, // procedure for creating one of these missiles
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MI_Firemove, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_FIRE, // missile resistance type (fire, light, misc, none)
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MF_FIRE, // file# of missile gfx table
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-1, // missile launch sound
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-1 }, // missile impact sound
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{ MIT_CHAIN, // #defines name of missile for ease of use
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AddChain, // procedure for creating one of these missiles
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MI_Chain, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_LGHT, // missile resistance type (fire, light, misc, none)
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MF_LIGHTNING, // file# of missile gfx table
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LS_LNING1, // missile launch sound
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LS_ELECIMP1 }, // missile impact sound
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{ MIT_CHAINBALL, // #defines name of missile for ease of use
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NULL, // procedure for creating one of these missiles
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NULL, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_SPL, // missile type (weapon, spell, none)
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MIMT_LGHT, // missile resistance type (fire, light, misc, none)
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MF_LIGHTNING, // file# of missile gfx table
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-1, // missile launch sound
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-1 }, // missile impact sound
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{ MIT_BLOOD, // #defines name of missile for ease of use
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AddBlood, // procedure for creating one of these missiles
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MI_Blood, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_NONE, // missile type (weapon, spell, none)
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MIMT_NONE, // missile resistance type (fire, light, misc, none)
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MF_BLOOD, // file# of missile gfx table
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LS_BLODSTAR, // missile launch sound
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LS_BLSIMPT }, // missile impact sound
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{ MIT_BONE, // #defines name of missile for ease of use
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AddBone, // procedure for creating one of these missiles
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MI_Blood, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_NONE, // missile type (weapon, spell, none)
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MIMT_NONE, // missile resistance type (fire, light, misc, none)
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MF_BONE, // file# of missile gfx table
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-1, // missile launch sound
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-1 }, // missile impact sound
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{ MIT_METAL, // #defines name of missile for ease of use
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AddMetal, // procedure for creating one of these missiles
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MI_Blood, // procedure to run each frame
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TRUE, // draw missile flag
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MIS_NONE, // missile type (weapon, spell, none)
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MIMT_NONE, // missile resistance type (fire, light, misc, none)
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MF_METAL, // file# of missile gfx table
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-1, // missile launch sound
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-1 }, // missile impact sound
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|
{ MIT_RHINO, // #defines name of missile for ease of use
|
|
AddRhino, // procedure for creating one of these missiles
|
|
MI_Rhino, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_MAGMABALL, // #defines name of missile for ease of use
|
|
AddMagmaball, // procedure for creating one of these missiles
|
|
MI_Firebolt, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_FIRE, // missile resistance type (fire, light, misc, none)
|
|
MF_MAGBALL, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_THINLIGHTCTRL, // #defines name of missile for ease of use
|
|
AddLightctrl, // procedure for creating one of these missiles
|
|
MI_Lightctrl, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_LGHT, // missile resistance type (fire, light, misc, none)
|
|
MF_THINLIGHT, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_THINLIGHT, // #defines name of missile for ease of use
|
|
AddLightning, // procedure for creating one of these missiles
|
|
MI_Lightning, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_LGHT, // missile resistance type (fire, light, misc, none)
|
|
MF_THINLIGHT, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_FLARE, // #defines name of missile for ease of use
|
|
AddFlare, // procedure for creating one of these missiles
|
|
MI_Firebolt, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_MISC, // missile resistance type (fire, light, misc, none)
|
|
MF_FLARE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_FLAREXP, // #defines name of missile for ease of use
|
|
AddMisexp, // procedure for creating one of these missiles
|
|
MI_Misexp, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_MISC, // missile resistance type (fire, light, misc, none)
|
|
MF_FLAREXP, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_TELE, // #defines name of missile for ease of use
|
|
AddTeleport, // procedure for creating one of these missiles
|
|
MI_Teleport, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
LS_ELEMENTL, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_FARROW, // #defines name of missile for ease of use
|
|
AddLArrow, // procedure for creating one of these missiles
|
|
MI_LArrow, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_WEAP, // missile type (weapon, spell, none)
|
|
MIMT_FIRE, // missile resistance type (fire, light, misc, none)
|
|
MF_FARROW, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_DOOM, // #defines name of missile for ease of use
|
|
NULL, // procedure for creating one of these missiles
|
|
NULL, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_MISC, // missile resistance type (fire, light, misc, none)
|
|
MF_DOOM, // file# of missile gfx table
|
|
LS_DSERP, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_FIREONLY, // #defines name of missile for ease of use
|
|
AddFireonly, // procedure for creating one of these missiles
|
|
MI_Firewall, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_FIRE, // missile resistance type (fire, light, misc, none)
|
|
MF_FIRE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_STONE, // #defines name of missile for ease of use
|
|
AddStone, // procedure for creating one of these missiles
|
|
MI_Stone, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_MISC, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
LS_SCURIMP, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_BLOODR, // #defines name of missile for ease of use
|
|
AddBloodR, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_INVIS, // #defines name of missile for ease of use
|
|
NULL, // procedure for creating one of these missiles
|
|
NULL, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
LS_INVISIBL, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_GOLEM, // #defines name of missile for ease of use
|
|
AddGolem, // procedure for creating one of these missiles
|
|
MI_Golem, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
LS_GOLUM, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_ETHER, // #defines name of missile for ease of use
|
|
AddEther, // procedure for creating one of these missiles
|
|
MI_Ether, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_ETHER, // file# of missile gfx table
|
|
LS_ETHEREAL, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_SPURT, // #defines name of missile for ease of use
|
|
AddSpurt, // procedure for creating one of these missiles
|
|
MI_Blood, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_SPURT, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_BOOM, // #defines name of missile for ease of use
|
|
AddBoom, // procedure for creating one of these missiles
|
|
MI_Boom, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_BOOM, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_HEAL, // #defines name of missile for ease of use
|
|
AddHeal, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_FIREWALLC, // #defines name of missile for ease of use
|
|
AddFirewallC, // procedure for creating one of these missiles
|
|
MI_FirewallC, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_FIRE, // missile resistance type (fire, light, misc, none)
|
|
MF_FIRE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_INFRA, // #defines name of missile for ease of use
|
|
AddInfra, // procedure for creating one of these missiles
|
|
MI_Infra, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
LS_INFRAVIS, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_IDENTIFY, // #defines name of missile for ease of use
|
|
AddIdentify, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_WAVE, // #defines name of missile for ease of use
|
|
AddWave, // procedure for creating one of these missiles
|
|
MI_Wave, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_FIRE, // missile resistance type (fire, light, misc, none)
|
|
MF_FIRE, // file# of missile gfx table
|
|
LS_FLAMWAVE, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_NOVA, // #defines name of missile for ease of use
|
|
AddNova, // procedure for creating one of these missiles
|
|
MI_Nova, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_LGHT, // missile resistance type (fire, light, misc, none)
|
|
MF_LIGHTNING, // file# of missile gfx table
|
|
LS_NOVA, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
#if 0
|
|
{ MIT_BLDBOIL, // #defines name of missile for ease of use
|
|
AddBoil, // procedure for creating one of these missiles
|
|
MI_Boil, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
LS_BLODBOIL }, // missile impact sound
|
|
#else
|
|
{ MIT_RAGE, // #defines name of missile for ease of use
|
|
AddRage, // procedure for creating one of these missiles
|
|
MI_Rage, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
#endif
|
|
|
|
{ MIT_APOCA, // #defines name of missile for ease of use
|
|
AddApoca, // procedure for creating one of these missiles
|
|
MI_Apoca, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_MISC, // missile resistance type (fire, light, misc, none)
|
|
MF_BOOM, // file# of missile gfx table
|
|
LS_APOC, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_REPAIR, // #defines name of missile for ease of use
|
|
AddRepair, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_RECHARGE, // #defines name of missile for ease of use
|
|
AddRecharge, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_DISARM, // #defines name of missile for ease of use
|
|
AddDisarm, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
LS_TRAPDIS, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_FLAME, // #defines name of missile for ease of use
|
|
AddFlame, // procedure for creating one of these missiles
|
|
MI_Flame, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_FIRE, // missile resistance type (fire, light, misc, none)
|
|
MF_FLAMES, // file# of missile gfx table
|
|
//MF_LIGHTNING, // file# of missile gfx table
|
|
LS_SPOUTSTR, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_FLAMEC, // #defines name of missile for ease of use
|
|
AddFlamec, // procedure for creating one of these missiles
|
|
MI_Flamec, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_FIRE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_FIREMAN, // #defines name of missile for ease of use
|
|
AddFireman, // procedure for creating one of these missiles
|
|
MI_Fireman, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_KRULL, // #defines name of missile for ease of use
|
|
AddKrull, // procedure for creating one of these missiles
|
|
MI_Krull, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_WEAP, // missile type (weapon, spell, none)
|
|
MIMT_FIRE, // missile resistance type (fire, light, misc, none)
|
|
MF_KRULL, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_CBOLT, // #defines name of missile for ease of use
|
|
AddCbolt, // procedure for creating one of these missiles
|
|
MI_Cbolt, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_LGHT, // missile resistance type (fire, light, misc, none)
|
|
MF_CBOLT, // file# of missile gfx table
|
|
LS_CBOLT, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_HBOLT, // #defines name of missile for ease of use
|
|
AddHbolt, // procedure for creating one of these missiles
|
|
MI_Hbolt, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_HBOLT, // file# of missile gfx table
|
|
LS_HOLYBOLT, // missile launch sound
|
|
LS_ELECIMP1 }, // missile impact sound
|
|
|
|
{ MIT_RESURRECT, // #defines name of missile for ease of use
|
|
AddResurrect, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_MISC, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
LS_RESUR }, // missile impact sound
|
|
|
|
{ MIT_TELEKINESIS, // #defines name of missile for ease of use
|
|
AddTelekinesis, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
LS_ETHEREAL, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_LARROW, // #defines name of missile for ease of use
|
|
AddLArrow, // procedure for creating one of these missiles
|
|
MI_LArrow, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_WEAP, // missile type (weapon, spell, none)
|
|
MIMT_LGHT, // missile resistance type (fire, light, misc, none)
|
|
MF_LARROW, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_ACID, // #defines name of missile for ease of use
|
|
AddAcid, // procedure for creating one of these missiles
|
|
MI_Firebolt, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_ACID, // missile resistance type (fire, light, misc, none)
|
|
MF_ACID, // file# of missile gfx table
|
|
LS_ACID, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_ACIDSPLAT, // #defines name of missile for ease of use
|
|
AddMisexp, // procedure for creating one of these missiles
|
|
MI_Acidsplat, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_ACID, // missile resistance type (fire, light, misc, none)
|
|
MF_ACIDSPLAT, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_ACIDPUD, // #defines name of missile for ease of use
|
|
AddAcidpud, // procedure for creating one of these missiles
|
|
MI_Acidpud, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_ACID, // missile resistance type (fire, light, misc, none)
|
|
MF_ACIDPUD, // file# of missile gfx table
|
|
LS_PUDDLE, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_HEALOTHER, // #defines name of missile for ease of use
|
|
AddHealOther, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_ELEMENT, // #defines name of missile for ease of use
|
|
AddElement, // procedure for creating one of these missiles
|
|
MI_Element, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_FIRE, // missile resistance type (fire, light, misc, none)
|
|
MF_FIRERUN, // file# of missile gfx table
|
|
LS_ELEMENTL, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_RESURRECTBEAM, // #defines name of missile for ease of use
|
|
AddResurrectBeam, // procedure for creating one of these missiles
|
|
MI_ResurrectBeam, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_RESURRECT, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_BONESPIRIT, // #defines name of missile for ease of use
|
|
AddBoneSpirit, // procedure for creating one of these missiles
|
|
MI_Bonespirit, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_MISC, // missile resistance type (fire, light, misc, none)
|
|
MF_BONESPIRIT, // file# of missile gfx table
|
|
LS_BONESP, // missile launch sound
|
|
LS_BSIMPCT }, // missile impact sound
|
|
|
|
{ MIT_WEAPEXP, // #defines name of missile for ease of use
|
|
AddWeapexp, // procedure for creating one of these missiles
|
|
MI_Weapexp, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_RPORTAL, // #defines name of missile for ease of use
|
|
AddRportal, // procedure for creating one of these missiles
|
|
MI_Rportal, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_RPORTAL, // file# of missile gfx table
|
|
LS_SENTINEL, // missile launch sound
|
|
LS_ELEMENTL }, // missile impact sound
|
|
|
|
{ MIT_FIREPLAR, // #defines name of missile for ease of use
|
|
AddBoom, // procedure for creating one of these missiles
|
|
MI_Boom, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_FIREPLAR, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_DIABAPOCA, // #defines name of missile for ease of use
|
|
AddDiabApoca, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_MANA, // #defines name of missile for ease of use
|
|
AddMana, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_FMANA, // #defines name of missile for ease of use
|
|
AddFMana, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_LIGHTWALL, // #defines name of missile for ease of use
|
|
AddLightwall, // procedure for creating one of these missiles
|
|
MI_Lightwall, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_LGHT, // missile resistance type (fire, light, misc, none)
|
|
MF_LIGHTNING, // file# of missile gfx table
|
|
LS_LMAG, // missile launch sound
|
|
LS_ELECIMP1 }, // missile impact sound
|
|
|
|
{ MIT_LIGHTWALLC, // #defines name of missile for ease of use
|
|
AddFirewallC, // procedure for creating one of these missiles
|
|
MI_LightwallC, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_LGHT, // missile resistance type (fire, light, misc, none)
|
|
MF_LIGHTNING, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_IMMOLATION, // #defines name of missile for ease of use
|
|
AddNova, // procedure for creating one of these missiles
|
|
MI_FireNova, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_FIRE, // missile resistance type (fire, light, misc, none)
|
|
MF_FIREBOLT, // file# of missile gfx table
|
|
LS_FBOLT1, // missile launch sound
|
|
LS_FIRIMP2 }, // missile impact sound
|
|
|
|
{ MIT_SPECARROW, // #defines name of missile for ease of use
|
|
AddSpecialArrow, // procedure for creating one of these missiles
|
|
MI_SpecialArrow, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_WEAP, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_ARROW, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_FBARROW, // #defines name of missile for ease of use
|
|
AddFBArrow, // procedure for creating one of these missiles
|
|
MI_Fireball, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_FIRE, // missile resistance type (fire, light, misc, none)
|
|
MF_FIREBOLT, // file# of missile gfx table
|
|
PS_FB_BFIRE, // missile launch sound
|
|
LS_FIRIMP2 }, // missile impact sound
|
|
|
|
{ MIT_LTARROW, // #defines name of missile for ease of use
|
|
AddLTArrow, // procedure for creating one of these missiles
|
|
MI_LTArrow, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_LGHT, // missile resistance type (fire, light, misc, none)
|
|
MF_LIGHTNING, // file# of missile gfx table
|
|
PS_FB_BFIRE, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_CBARROW, // #defines name of missile for ease of use
|
|
AddCBArrow, // procedure for creating one of these missiles
|
|
MI_Cbolt, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_LGHT, // missile resistance type (fire, light, misc, none)
|
|
MF_CBOLT, // file# of missile gfx table
|
|
LS_CBOLT, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_HBARROW, // #defines name of missile for ease of use
|
|
AddHBArrow, // procedure for creating one of these missiles
|
|
MI_Hbolt, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_HBOLT, // file# of missile gfx table
|
|
LS_HOLYBOLT, // missile launch sound
|
|
LS_ELECIMP1 }, // missile impact sound
|
|
|
|
{ MIT_TELESTAIRS, // #defines name of missile for ease of use
|
|
AddTeleStairs, // procedure for creating one of these missiles
|
|
MI_Teleport, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
LS_ETHEREAL, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_REFLECT, // #defines name of missile for ease of use
|
|
AddReflect, // procedure for creating one of these missiles
|
|
MI_Reflect, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_REFLECTSHLD, // file# of missile gfx table
|
|
LS_MSHIELD, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_BERSERK, // #defines name of missile for ease of use
|
|
AddBerserk, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_FLAMEBOX, // #defines name of missile for ease of use
|
|
AddFlameBox, // procedure for creating one of these missiles
|
|
MI_FlameBox, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_FIRE, // missile resistance type (fire, light, misc, none)
|
|
MF_FIRE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_DISENCHANT, // #defines name of missile for ease of use
|
|
AddDisEnchant, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_MANAREMOVE, // #defines name of missile for ease of use
|
|
AddManaRemove, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
IS_CAST7, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_LIGHTBOX, // #defines name of missile for ease of use
|
|
AddFlameBox, // procedure for creating one of these missiles
|
|
MI_LightBox, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_LGHT, // missile resistance type (fire, light, misc, none)
|
|
MF_LIGHTNING, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_SHOWMAGITEMS, // #defines name of missile for ease of use
|
|
AddShowMagicItems, // procedure for creating one of these missiles
|
|
MI_ShowMagicItems, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_AURA, // #defines name of missile for ease of use
|
|
AddAura, // procedure for creating one of these missiles
|
|
MI_Aura, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_MISC, // missile resistance type (fire, light, misc, none)
|
|
MF_FLASH1, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
LS_ELECIMP1 }, // missile impact sound
|
|
|
|
{ MIT_AURA2, // #defines name of missile for ease of use
|
|
AddAura2, // procedure for creating one of these missiles
|
|
MI_Aura2, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_MISC, // missile resistance type (fire, light, misc, none)
|
|
MF_FLASH2, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_SPIRALFIREBALL, // #defines name of missile for ease of use
|
|
AddSpiralFireBall, // procedure for creating one of these missiles
|
|
MI_SpiralFireBall, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_FIRE, // missile resistance type (fire, light, misc, none)
|
|
MF_FIREBOLT, // file# of missile gfx table
|
|
LS_FBOLT1, // missile launch sound
|
|
LS_FIRIMP2 }, // missile impact sound
|
|
|
|
{ MIT_RUNEOFFIRE, // #defines name of missile for ease of use
|
|
AddRuneOfFire, // procedure for creating one of these missiles
|
|
MI_Rune, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_RUNEHOTSPOT, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_RUNEOFLIGHT, // #defines name of missile for ease of use
|
|
AddRuneOfLight, // procedure for creating one of these missiles
|
|
MI_Rune, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_RUNEHOTSPOT, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_RUNEOFNOVA, // #defines name of missile for ease of use
|
|
AddRuneOfNova, // procedure for creating one of these missiles
|
|
MI_Rune, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_RUNEHOTSPOT, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_RUNEOFIMMOLATION, // #defines name of missile for ease of use
|
|
AddRuneOfImmolation, // procedure for creating one of these missiles
|
|
MI_Rune, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_RUNEHOTSPOT, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_RUNEOFSTONE, // #defines name of missile for ease of use
|
|
AddRuneOfStone, // procedure for creating one of these missiles
|
|
MI_Rune, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_RUNEHOTSPOT, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_BIGEXPLOSION, // #defines name of missile for ease of use
|
|
AddBigExplosion, // procedure for creating one of these missiles
|
|
MI_BigExplosion, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_FIRE, // missile resistance type (fire, light, misc, none)
|
|
MF_BIGEXP, // file# of missile gfx table
|
|
LS_BIGEXP, // missile launch sound
|
|
LS_BIGEXP }, // missile impact sound
|
|
|
|
{ MIT_HORKSPAWN, // #defines name of missile for ease of use
|
|
AddHorkSpawn, // procedure for creating one of these missiles
|
|
MI_HorkSpawn, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_HORKSPAWN, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_RANDOM, // #defines name of missile for ease of use
|
|
AddRandom, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_OPENNEST, // #defines name of missile for ease of use
|
|
AddReallyBigExp, // procedure for creating one of these missiles
|
|
MI_Dummy, // procedure to run each frame
|
|
FALSE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_NONE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_ORANGEFLARE, // #defines name of missile for ease of use
|
|
AddFlare, // procedure for creating one of these missiles
|
|
MI_Firebolt, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_MISC, // missile resistance type (fire, light, misc, none)
|
|
MF_ORANGEFLARE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_BLUEFLARE, // #defines name of missile for ease of use
|
|
AddFlare, // procedure for creating one of these missiles
|
|
MI_Firebolt, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_MISC, // missile resistance type (fire, light, misc, none)
|
|
MF_BLUE2FLARE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_REDFLARE, // #defines name of missile for ease of use
|
|
AddFlare, // procedure for creating one of these missiles
|
|
MI_Firebolt, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_MISC, // missile resistance type (fire, light, misc, none)
|
|
MF_REDFLARE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_YELLOWFLARE, // #defines name of missile for ease of use
|
|
AddFlare, // procedure for creating one of these missiles
|
|
MI_Firebolt, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_MISC, // missile resistance type (fire, light, misc, none)
|
|
MF_YELLOWFLARE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_BLUE2FLARE, // #defines name of missile for ease of use
|
|
AddFlare, // procedure for creating one of these missiles
|
|
MI_Firebolt, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_SPL, // missile type (weapon, spell, none)
|
|
MIMT_MISC, // missile resistance type (fire, light, misc, none)
|
|
MF_BLUE2FLARE, // file# of missile gfx table
|
|
-1, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_YELLOWEXPLOSION, // #defines name of missile for ease of use
|
|
AddMisexp, // procedure for creating one of these missiles
|
|
MI_Misexp, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_YELLOWEXPLOSION, // file# of missile gfx table
|
|
LS_FIRIMP2, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_REDEXPLOSION, // #defines name of missile for ease of use
|
|
AddMisexp, // procedure for creating one of these missiles
|
|
MI_Misexp, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_REDEXPLOSION, // file# of missile gfx table
|
|
LS_FIRIMP2, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_BLUEEXPLOSION, // #defines name of missile for ease of use
|
|
AddMisexp, // procedure for creating one of these missiles
|
|
MI_Misexp, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_BLUEEXPLOSION, // file# of missile gfx table
|
|
LS_FIRIMP2, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_BLUE2EXPLOSION, // #defines name of missile for ease of use
|
|
AddMisexp, // procedure for creating one of these missiles
|
|
MI_Misexp, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_BLUE2EXPLOSION, // file# of missile gfx table
|
|
LS_FIRIMP2, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
{ MIT_ORANGEEXPLOSION, // #defines name of missile for ease of use
|
|
AddMisexp, // procedure for creating one of these missiles
|
|
MI_Misexp, // procedure to run each frame
|
|
TRUE, // draw missile flag
|
|
MIS_NONE, // missile type (weapon, spell, none)
|
|
MIMT_NONE, // missile resistance type (fire, light, misc, none)
|
|
MF_ORANGEEXPLOSION, // file# of missile gfx table
|
|
LS_FIRIMP2, // missile launch sound
|
|
-1 }, // missile impact sound
|
|
|
|
};
|
|
|
|
|
|
MisFileData misfiledata[] =
|
|
{
|
|
{ MF_ARROW, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Arrows", // path for cels
|
|
MFF_STATIC, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_FIREBOLT, // #defines name of missile file for ease of use
|
|
16, // amount of files
|
|
"Fireba", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14 }, // number of anim frames
|
|
{ 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96 }, // anim width
|
|
{ 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16 } }, // anim width2
|
|
|
|
{ MF_GUARDIAN, // #defines name of missile file for ease of use
|
|
3, // amount of files
|
|
"Guard", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 15, 14, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 96, 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 16, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_LIGHTNING, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Lghning", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_FIRE, // #defines name of missile file for ease of use
|
|
2, // amount of files
|
|
"Firewal", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 13, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 128, 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 32, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_EXP1, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"MagBlos", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_TOWN, // #defines name of missile file for ease of use
|
|
2, // amount of files
|
|
"Portal", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 16, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_FLASH1, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Bluexfr", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 19, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_FLASH2, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Bluexbk", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 19, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_MANASHLD, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Manashld", // path for cels
|
|
MFF_STATIC, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_BLOOD, // #defines name of missile file for ease of use
|
|
4, // amount of files
|
|
"Blood", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 15, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 128, 128, 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 32, 32, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_BONE, // #defines name of missile file for ease of use
|
|
3, // amount of files
|
|
"Bone", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 128, 128, 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 32, 32, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_METAL, // #defines name of missile file for ease of use
|
|
3, // amount of files
|
|
"Metlhit", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 10, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 96, 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 16, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_FARROW, // #defines name of missile file for ease of use
|
|
16, // amount of files
|
|
"Farrow", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 }, // number of anim frames
|
|
{ 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96 }, // anim width
|
|
{ 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16 } }, // anim width2
|
|
|
|
{ MF_DOOM, // #defines name of missile file for ease of use
|
|
9, // amount of files
|
|
"Doom", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 15, 15, 15, 15, 15, 15, 15, 15, 15, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 96, 96, 96, 96, 96, 96, 96, 96, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 16, 16, 16, 16, 16, 16, 16, 16, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_GOLEM, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
" ", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_SPURT, // #defines name of missile file for ease of use
|
|
2, // amount of files
|
|
"Blodbur", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 128, 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 32, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_BOOM, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Newexp", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_STONE, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Shatter1", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_BIGEXP, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Bigexp", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_FLAMES, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Inferno", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_THINLIGHT, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Thinlght", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_FLARE, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Flare", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_FLAREXP, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Flareexp", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_MAGBALL, // #defines name of missile file for ease of use
|
|
8, // amount of files
|
|
"Magball", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 16, 16, 16, 16, 16, 16, 16, 16, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 128, 128, 128, 128, 128, 128, 128, 128, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 32, 32, 32, 32, 32, 32, 32, 32, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_KRULL, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Krull", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
|
|
{ MF_CBOLT, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Miniltng", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 64, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_HBOLT, // #defines name of missile file for ease of use
|
|
16, // amount of files
|
|
"Holy", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14 }, // number of anim frames
|
|
{ 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96 }, // anim width
|
|
{ 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16 } }, // anim width2
|
|
|
|
{ MF_HEXPL, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Holyexpl", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_LARROW, // #defines name of missile file for ease of use
|
|
16, // amount of files
|
|
"Larrow", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 }, // number of anim frames
|
|
{ 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96 }, // anim width
|
|
{ 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16 } }, // anim width2
|
|
|
|
{ MF_FAEXP, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Firarwex", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 64, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_ACID, // #defines name of missile file for ease of use
|
|
16, // amount of files
|
|
"Acidbf", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8 }, // number of anim frames
|
|
{ 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96 }, // anim width
|
|
{ 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16 } }, // anim width2
|
|
|
|
{ MF_ACIDSPLAT, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Acidspla", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_ACIDPUD, // #defines name of missile file for ease of use
|
|
2, // amount of files
|
|
"Acidpud" , // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 9, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96,96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16,16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_ETHER, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Ethrshld", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_FIRERUN, // #defines name of missile file for ease of use
|
|
8, // amount of files
|
|
"Firerun", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 12, 12, 12, 12, 12, 12, 12, 12, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 96, 96, 96, 96, 96, 96, 96, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 16, 16, 16, 16, 16, 16, 16, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_RESURRECT, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Ressur1", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_BONESPIRIT, // #defines name of missile file for ease of use
|
|
9, // amount of files
|
|
"Sklball", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 16, 16, 16, 16, 16, 16, 16, 16, 8, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 96, 96, 96, 96, 96, 96, 96, 96, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 16, 16, 16, 16, 16, 16, 16, 16, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_RPORTAL, // #defines name of missile file for ease of use
|
|
2, // amount of files
|
|
"Rportal", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 16, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_FIREPLAR, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Fireplar", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 160,0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_BFLARE, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Scubmisb", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_BFLAREXP, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Scbsexpb", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_CFLARE, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Scubmisc", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_CFLAREXP, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Scbsexpc", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_DFLARE, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Scubmisd", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_DFLAREXP, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"Scbsexpd", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_HORKSPAWN, // #defines name of missile file for ease of use
|
|
8, // amount of files
|
|
"spawns", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 9, 9, 9, 9, 9, 9, 9, 9, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96,96,96,96,96,96,96,96, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 16,16,16,16,16,16,16,16, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_REFLECTSHLD, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"reflect", // path for cels
|
|
MFF_STATIC, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_ORANGEFLARE, // #defines name of missile file for ease of use
|
|
16, // amount of files
|
|
"ms_ora", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15 }, // number of anim frames
|
|
{ 96,96,96,96,96,96,96,96,96,96,96,96,96,96,96,96 }, // anim width
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8 } }, // anim width2
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{ MF_BLUEFLARE, // #defines name of missile file for ease of use
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16, // amount of files
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|
"ms_bla", // path for cels
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|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
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|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
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|
{ 15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15 }, // number of anim frames
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|
{ 96,96,96,96,96,96,96,96,96,96,96,96,96,96,96,96 }, // anim width
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|
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8 } }, // anim width2
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|
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{ MF_REDFLARE, // #defines name of missile file for ease of use
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|
16, // amount of files
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|
"ms_reb", // path for cels
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|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15 }, // number of anim frames
|
|
{ 96,96,96,96,96,96,96,96,96,96,96,96,96,96,96,96 }, // anim width
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|
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8 } }, // anim width2
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|
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{ MF_YELLOWFLARE, // #defines name of missile file for ease of use
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|
16, // amount of files
|
|
"ms_yeb", // path for cels
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|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15 }, // number of anim frames
|
|
{ 96,96,96,96,96,96,96,96,96,96,96,96,96,96,96,96 }, // anim width
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|
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8 } }, // anim width2
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|
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|
{ MF_RUNEHOTSPOT, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"rglows1", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
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|
{ 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
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|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
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|
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{ MF_YELLOWEXPLOSION, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"ex_yel2", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 220, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 78, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_BLUEEXPLOSION, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"ex_blu2", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 212, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 86, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_REDEXPLOSION, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"ex_red3", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 292, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 114, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_BLUE2FLARE, // #defines name of missile file for ease of use
|
|
16, // amount of files
|
|
"ms_blb", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15 }, // number of anim frames
|
|
{ 96,96,96,96,96,96,96,96,96,96,96,96,96,96,96,96 }, // anim width
|
|
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8 } }, // anim width2
|
|
|
|
{ MF_ORANGEEXPLOSION, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"ex_ora1", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ -12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
{ MF_BLUE2EXPLOSION, // #defines name of missile file for ease of use
|
|
1, // amount of files
|
|
"ex_blu3", // path for cels
|
|
MFF_MONSTONLY, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 292, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 114, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, // anim width2
|
|
|
|
// END OF LIST INDICATOR
|
|
{ MF_NONE, // #defines name of missile file for ease of use
|
|
0, // amount of files
|
|
"", // path for cels
|
|
NULL, // flags, e.g., MFF_MONSTONLY
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // data pointers to anim tables
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim delay amount
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // number of anim frames
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // anim width
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } // anim width2
|
|
};
|
|
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