sbytemodel_num_inner;// Model num of inner part if rendertype==2.
sbytepersistent;// 0 = dies when it hits something, 1 = continues (eg, fusion cannon)
sbyteflash_vclip;// What vclip to use for muzzle flash
shortflash_sound;// What sound to play when fired
sbyterobot_hit_vclip;// What vclip for impact with robot
shortrobot_hit_sound;// What sound for impact with robot
sbytewall_hit_vclip;// What vclip for impact with wall
shortwall_hit_sound;// What sound for impact with wall
sbytefire_count;// Number of bursts fired from EACH GUN per firing. For weapons which fire from both sides, 3*fire_count shots will be fired.
sbyteammo_usage;// How many units of ammunition it uses.
sbyteweapon_vclip;// Vclip to render for the weapon, itself.
sbytedestroyable;// If !0, this weapon can be destroyed by another weapon.
sbytematter;// Flag: set if this object is matter (as opposed to energy)
sbytebounce;// Flag: set if this object bounces off walls
sbytehoming_flag;// Set if this weapon can home in on a target.
sbytedum1,dum2,dum3;
fixenergy_usage;// How much fuel is consumed to fire this weapon.
fixfire_wait;// Time until this weapon can be fired again.
bitmap_indexbitmap;// Pointer to bitmap if rendertype==0 or 1.
fixblob_size;// Size of blob if blob type
fixflash_size;// How big to draw the flash
fiximpact_size;// How big of an impact
fixstrength[NDL];// How much damage it can inflict
fixspeed[NDL];// How fast it can move, difficulty level based.
fixmass;// How much mass it has
fixdrag;// How much drag it has
fixthrust;// How much thrust it has
fixpo_len_to_width_ratio;// For polyobjects, the ratio of len/width. (10 maybe?)
fixlight;// Amount of light this weapon casts.
fixlifetime;// Lifetime in seconds of this weapon.
fixdamage_radius;// Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
//-- unused-- fix damage_force; // Force of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
// damage_force was a real mess. Wasn't Difficulty_level based, and was being applied instead of weapon's actual strength. Now use 2*strength instead. --MK, 01/19/95
bitmap_indexpicture;// a picture of the weapon for the cockpit
sbytepersistent;// 0 = dies when it hits something, 1 = continues (eg, fusion cannon)
shortmodel_num;// Model num if rendertype==2.
shortmodel_num_inner;// Model num of inner part if rendertype==2.
sbyteflash_vclip;// What vclip to use for muzzle flash
sbyterobot_hit_vclip;// What vclip for impact with robot
shortflash_sound;// What sound to play when fired
sbytewall_hit_vclip;// What vclip for impact with wall
sbytefire_count;// Number of bursts fired from EACH GUN per firing. For weapons which fire from both sides, 3*fire_count shots will be fired.
shortrobot_hit_sound;// What sound for impact with robot
sbyteammo_usage;// How many units of ammunition it uses.
sbyteweapon_vclip;// Vclip to render for the weapon, itself.
shortwall_hit_sound;// What sound for impact with wall
sbytedestroyable;// If !0, this weapon can be destroyed by another weapon.
sbytematter;// Flag: set if this object is matter (as opposed to energy)
sbytebounce;// 1==always bounces, 2=bounces twice
sbytehoming_flag;// Set if this weapon can home in on a target.
ubytespeedvar;// allowed variance in speed below average, /128: 64 = 50% meaning if speed = 100, can be 50..100
ubyteflags;// see values above
sbyteflash;// Flash effect
sbyteafterburner_size;// Size of blobs in F1_0/16 units, specify in bitmaps.tbl as floating point. Player afterburner size = 2.5.
/* not present in shareware datafiles */
sbytechildren;// ID of weapon to drop if this contains children. -1 means no children.
fixenergy_usage;// How much fuel is consumed to fire this weapon.
fixfire_wait;// Time until this weapon can be fired again.
/* not present in shareware datafiles */
fixmulti_damage_scale;// Scale damage by this amount when applying to player in multiplayer. F1_0 means no change.
bitmap_indexbitmap;// Pointer to bitmap if rendertype==0 or 1.
fixblob_size;// Size of blob if blob type
fixflash_size;// How big to draw the flash
fiximpact_size;// How big of an impact
fixstrength[NDL];// How much damage it can inflict
fixspeed[NDL];// How fast it can move, difficulty level based.
fixmass;// How much mass it has
fixdrag;// How much drag it has
fixthrust;// How much thrust it has
fixpo_len_to_width_ratio;// For polyobjects, the ratio of len/width. (10 maybe?)
fixlight;// Amount of light this weapon casts.
fixlifetime;// Lifetime in seconds of this weapon.
fixdamage_radius;// Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
//-- unused-- fix damage_force; // Force of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
// damage_force was a real mess. Wasn't Difficulty_level based, and was being applied instead of weapon's actual strength. Now use 2*strength instead. --MK, 01/19/95
bitmap_indexpicture;// a picture of the weapon for the cockpit
/* not present in shareware datafiles */
bitmap_indexhires_picture;// a hires picture of the above