221 lines
8.5 KiB
C
221 lines
8.5 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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#ifndef _WEAPON_H
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#define _WEAPON_H
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#include "inferno.h"
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#include "gr.h"
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#include "game.h"
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#include "piggy.h"
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//weapon info flags
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#define WIF_PLACABLE 1 //can be placed by level designer
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typedef struct weapon_info {
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byte render_type; // How to draw 0=laser, 1=blob, 2=object
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byte persistent; // 0 = dies when it hits something, 1 = continues (eg, fusion cannon)
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short model_num; // Model num if rendertype==2.
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short model_num_inner; // Model num of inner part if rendertype==2.
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byte flash_vclip; // What vclip to use for muzzle flash
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byte robot_hit_vclip; // What vclip for impact with robot
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short flash_sound; // What sound to play when fired
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byte wall_hit_vclip; // What vclip for impact with wall
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byte fire_count; // Number of bursts fired from EACH GUN per firing. For weapons which fire from both sides, 3*fire_count shots will be fired.
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short robot_hit_sound; // What sound for impact with robot
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byte ammo_usage; // How many units of ammunition it uses.
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byte weapon_vclip; // Vclip to render for the weapon, itself.
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short wall_hit_sound; // What sound for impact with wall
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byte destroyable; // If !0, this weapon can be destroyed by another weapon.
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byte matter; // Flag: set if this object is matter (as opposed to energy)
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byte bounce; // 1==always bounces, 2=bounces twice
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byte homing_flag; // Set if this weapon can home in on a target.
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ubyte speedvar; // allowed variance in speed below average, /128: 64 = 50% meaning if speed = 100, can be 50..100
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ubyte flags; // see values above
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byte flash; // Flash effect
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byte afterburner_size; // Size of blobs in F1_0/16 units, specify in bitmaps.tbl as floating point. Player afterburner size = 2.5.
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byte children; // ID of weapon to drop if this contains children. -1 means no children.
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fix energy_usage; // How much fuel is consumed to fire this weapon.
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fix fire_wait; // Time until this weapon can be fired again.
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fix multi_damage_scale; // Scale damage by this amount when applying to player in multiplayer. F1_0 means no change.
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bitmap_index bitmap; // Pointer to bitmap if rendertype==0 or 1.
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fix blob_size; // Size of blob if blob type
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fix flash_size; // How big to draw the flash
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fix impact_size; // How big of an impact
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fix strength[NDL]; // How much damage it can inflict
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fix speed[NDL]; // How fast it can move, difficulty level based.
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fix mass; // How much mass it has
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fix drag; // How much drag it has
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fix thrust; // How much thrust it has
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fix po_len_to_width_ratio; // For polyobjects, the ratio of len/width. (10 maybe?)
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fix light; // Amount of light this weapon casts.
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fix lifetime; // Lifetime in seconds of this weapon.
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fix damage_radius; // Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
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//-- 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
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// 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
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bitmap_index picture; // a picture of the weapon for the cockpit
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bitmap_index hires_picture; // a hires picture of the above
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} __pack__ weapon_info;
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#define REARM_TIME (F1_0)
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#define WEAPON_DEFAULT_LIFETIME (F1_0*12) // Lifetime of an object if a bozo forgets to define it.
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#define WEAPON_TYPE_WEAK_LASER 0
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#define WEAPON_TYPE_STRONG_LASER 1
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#define WEAPON_TYPE_CANNON_BALL 2
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#define WEAPON_TYPE_MISSILE 3
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#define MAX_WEAPON_TYPES 70
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#define WEAPON_RENDER_NONE -1
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#define WEAPON_RENDER_LASER 0
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#define WEAPON_RENDER_BLOB 1
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#define WEAPON_RENDER_POLYMODEL 2
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#define WEAPON_RENDER_VCLIP 3
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#define MAX_PRIMARY_WEAPONS 10
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#define MAX_SECONDARY_WEAPONS 10
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//given a weapon index, return the flag value
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#define HAS_FLAG(index) (1<<(index))
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// Weapon flags, if player->weapon_flags & WEAPON_FLAG is set, then the player has this weapon
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#define HAS_LASER_FLAG HAS_FLAG(LASER_INDEX)
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#define HAS_VULCAN_FLAG HAS_FLAG(VULCAN_INDEX)
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#define HAS_SPREADFIRE_FLAG HAS_FLAG(SPREADFIRE_INDEX)
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#define HAS_PLASMA_FLAG HAS_FLAG(PLASMA_INDEX)
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#define HAS_FUSION_FLAG HAS_FLAG(FUSION_INDEX)
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#define HAS_CONCUSSION_FLAG HAS_FLAG(CONCUSSION_INDEX)
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#define HAS_HOMING_FLAG HAS_FLAG(HOMING_INDEX)
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#define HAS_PROXIMITY_FLAG HAS_FLAG(PROXIMITY_INDEX)
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#define HAS_SMART_FLAG HAS_FLAG(SMART_INDEX)
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#define HAS_MEGA_FLAG HAS_FLAG(MEGA_INDEX)
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#define CLASS_PRIMARY 0
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#define CLASS_SECONDARY 1
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#define LASER_INDEX 0
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#define VULCAN_INDEX 1
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#define SPREADFIRE_INDEX 2
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#define PLASMA_INDEX 3
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#define FUSION_INDEX 4
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#define SUPER_LASER_INDEX 5
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#define GAUSS_INDEX 6
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#define HELIX_INDEX 7
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#define PHOENIX_INDEX 8
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#define OMEGA_INDEX 9
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#define CONCUSSION_INDEX 0
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#define HOMING_INDEX 1
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#define PROXIMITY_INDEX 2
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#define SMART_INDEX 3
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#define MEGA_INDEX 4
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#define SMISSILE1_INDEX 5
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#define GUIDED_INDEX 6
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#define SMART_MINE_INDEX 7
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#define SMISSILE4_INDEX 8
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#define SMISSILE5_INDEX 9
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#define SUPER_WEAPON 5
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#define VULCAN_AMMO_SCALE 0xcc163 //(0x198300/2) //multiply ammo by this before displaying
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#define NUM_SMART_CHILDREN 6 // Number of smart children created by default.
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extern weapon_info Weapon_info[];
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extern int N_weapon_types;
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extern void do_weapon_select(int weapon_num, int secondary_flag);
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extern void show_weapon_status(void);
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extern byte Primary_weapon, Secondary_weapon;
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extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
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extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
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//for each Secondary weapon, which gun it fires out of
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extern ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS];
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//for each primary weapon, what kind of powerup gives weapon
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extern ubyte Primary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
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//for each Secondary weapon, what kind of powerup gives weapon
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extern ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
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//flags whether the last time we use this weapon, it was the 'super' version
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extern ubyte Primary_last_was_super[MAX_PRIMARY_WEAPONS];
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extern ubyte Secondary_last_was_super[MAX_SECONDARY_WEAPONS];
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extern void auto_select_weapon(int weapon_type); //parm is primary or secondary
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extern void select_weapon(int weapon_num, int secondary_flag, int print_message,int wait_for_rearm);
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extern char *Primary_weapon_names_short[];
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extern char *Secondary_weapon_names_short[];
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extern char *Primary_weapon_names[];
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extern char *Secondary_weapon_names[];
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extern int Primary_ammo_max[MAX_PRIMARY_WEAPONS];
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extern ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS];
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extern byte Weapon_is_energy[MAX_WEAPON_TYPES];
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#define HAS_WEAPON_FLAG 1
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#define HAS_ENERGY_FLAG 2
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#define HAS_AMMO_FLAG 4
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#define HAS_ALL (HAS_WEAPON_FLAG|HAS_ENERGY_FLAG|HAS_AMMO_FLAG)
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// ------------------------------------------------------------------------------------
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// Return:
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// Bits set:
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// HAS_WEAPON_FLAG
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// HAS_ENERGY_FLAG
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// HAS_AMMO_FLAG
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// HAS_SUPER_FLAG
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extern int player_has_weapon(int weapon_num, int secondary_flag);
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//called when one of these weapons is picked up
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//when you pick up a secondary, you always get the weapon & ammo for it
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int pick_up_secondary(int weapon_index,int count);
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//called when a primary weapon is picked up
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//returns true if actually picked up
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int pick_up_primary(int weapon_index);
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//called when ammo (for the vulcan cannon) is picked up
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int pick_up_ammo(int class_flag,int weapon_index,int ammo_count);
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extern int attempt_to_steal_item(object *objp, int player_num);
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//this function is for when the player intentionally drops a powerup
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extern int spit_powerup(object *spitter, int id, int seed);
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#define SMEGA_ID 40
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extern void rock_the_mine_frame(void);
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extern void smega_rock_stuff(void);
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extern void init_smega_detonates(void);
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extern void tactile_set_button_jolt (void);
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#endif
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