[Change] No longer use int id's for outfit types. [Add] Heavy Ion Turret.
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153
dat/outfit.xml
153
dat/outfit.xml
@ -6,12 +6,10 @@
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<tech>2</tech>
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<mass>5</mass>
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<price>5000</price>
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<description>
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Your basic laser. Fires charged energy beams that do a decent amount of damage to both shield and armour.
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</description>
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<description>Your basic laser. Fires charged energy beams that do a decent amount of damage to both shield and armour.</description>
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<gfx_store>laser</gfx_store>
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</general>
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<specific type="1">
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<specific type="bolt">
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<gfx>laserred</gfx>
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<sound>laser</sound>
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<spfx>ExpS</spfx>
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@ -29,12 +27,10 @@ Your basic laser. Fires charged energy beams that do a decent amount of damage
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<tech>4</tech>
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<mass>20</mass>
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<price>25000</price>
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<description>
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Two laser cannons added on a rotating turret, allowing for 360 degrees of firepower.
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</description>
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<description>Two laser cannons added on a rotating turret, allowing for 360 degrees of firepower.</description>
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<gfx_store>laser_turret</gfx_store>
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</general>
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<specific type="13">
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<specific type="turret bolt">
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<gfx>laserred</gfx>
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<sound>laser</sound>
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<spfx>ExpS</spfx>
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@ -52,12 +48,10 @@ Two laser cannons added on a rotating turret, allowing for 360 degrees of firepo
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<tech>3</tech>
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<mass>5</mass>
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<price>9000</price>
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<description>
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Plasma is very volatile, if properly controlled it can be very destructive, it does tend to dissipate quickly though.
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</description>
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<description>Plasma is very volatile, if properly controlled it can be very destructive, it does tend to dissipate quickly though.</description>
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<gfx_store>laser</gfx_store>
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</general>
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<specific type="1">
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<specific type="bolt">
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<gfx>plasma</gfx>
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<sound>laser</sound>
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<spfx>ExpS</spfx>
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@ -75,12 +69,10 @@ Plasma is very volatile, if properly controlled it can be very destructive, it d
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<tech>7</tech>
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<mass>9</mass>
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<price>15000</price>
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<description>
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Ion pulses were originally intended only to deactivate shields since they had completely nullified the old radiation technology weapons. It was thought that by figuring out a way to deactivate shields fast the radiation technology would still be able to destroy the armour. By combining shield destruction power and armour destruction power, the perfect weopns could be designed. The Ion pulses ended up being very effective against armour and electronics. With the invention of the latest generation shields and armour materials, Ion pulses have lost much of the terrain they had as newfound technology.
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</description>
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<description>Ion pulses were originally intended only to deactivate shields since they had completely nullified the old radiation technology weapons. It was thought that by figuring out a way to deactivate shields fast the radiation technology would still be able to destroy the armour. By combining shield destruction power and armour destruction power, the perfect weopns could be designed. The Ion pulses ended up being very effective against armour and electronics. With the invention of the latest generation shields and armour materials, Ion pulses have lost much of the terrain they had as newfound technology.</description>
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<gfx_store>ion</gfx_store>
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</general>
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<specific type="1">
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<specific type="bolt">
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<gfx>ion</gfx>
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<sound>ion</sound>
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<spfx>ExpS</spfx>
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@ -92,18 +84,37 @@ Ion pulses were originally intended only to deactivate shields since they had co
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<damage type="ion">15</damage>
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</specific>
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</outfit>
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<outfit name="Heavy Ion Turret">
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<general>
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<max>3</max>
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<tech>11</tech>
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<mass>35</mass>
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<price>75000</price>
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<description>The heavy Ion Turret uses a bigger generator for each cannon giving it more punch then the Ion cannnon. The drawback is that this augments the power usage considerably. Being designed for capital ships, this doesn't seem to worry the makers too much.</description>
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<gfx_store>turret3</gfx_store>
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</general>
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<specific type="turret bolt">
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<gfx>ion</gfx>
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<sound>ion</sound>
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<spfx>ExpS</spfx>
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<delay>400</delay>
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<speed>500</speed>
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<range>400</range>
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<accuracy>7</accuracy>
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<energy>17</energy>
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<damage type="ion">17</damage>
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</specific>
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</outfit>
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<outfit name="Railgun">
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<general>
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<max>2</max>
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<tech>8</tech>
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<mass>15</mass>
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<price>85000</price>
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<description>
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The rail gun is a cannon that uses heavy magnetic pulses to accelerate pieces of debris to extremely high velocities. The impact caused by the pieces of debris can tear apart even the strongest ship hulls.
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</description>
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<description>The rail gun is a cannon that uses heavy magnetic pulses to accelerate pieces of debris to extremely high velocities. The impact caused by the pieces of debris can tear apart even the strongest ship hulls.</description>
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<gfx_store>heavy</gfx_store>
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</general>
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<specific type="1" secondary="1">
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<specific type="bolt" secondary="1">
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<gfx>mass</gfx>
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<sound>mass</sound>
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<spfx>ExpS</spfx>
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@ -121,12 +132,10 @@ The rail gun is a cannon that uses heavy magnetic pulses to accelerate pieces of
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<tech>4</tech>
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<mass>10</mass>
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<price>25000</price>
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<description>
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Base for launching dumb missiles.
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</description>
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<description>Base for launching dumb missiles.</description>
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<gfx_store>missile</gfx_store>
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</general>
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<specific type="5" secondary="1">
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<specific type="missile seek" secondary="1">
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<ammo>Missile</ammo>
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<delay>1200</delay>
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</specific>
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@ -137,12 +146,10 @@ Base for launching dumb missiles.
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<tech>2</tech>
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<mass>1</mass>
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<price>800</price>
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<description>
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The cheapest missile on the market, what it lacks in a decent tracking system it makes up for in affordability and firepower.
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</description>
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<description>The cheapest missile on the market, what it lacks in a decent tracking system it makes up for in affordability and firepower.</description>
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<gfx_store>missile</gfx_store>
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</general>
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<specific type="6">
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<specific type="missile seek ammo">
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<gfx>missile</gfx>
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<sound>missile</sound>
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<spfx>ExpM</spfx>
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@ -160,12 +167,10 @@ The cheapest missile on the market, what it lacks in a decent tracking system it
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<tech>5</tech>
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<mass>12</mass>
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<price>40000</price>
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<description>
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The Headhunter Launcher is one of the most used missile launcher by the security companies. Much more reliable then the regular missiles, Headhunters feature more sensors and an advanced tracking system making them much better at hitting their targets.
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</description>
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<description>The Headhunter Launcher is one of the most used missile launcher by the security companies. Much more reliable then the regular missiles, Headhunters feature more sensors and an advanced tracking system making them much better at hitting their targets.</description>
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<gfx_store>missile</gfx_store>
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</general>
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<specific type="7" secondary="1">
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<specific type="missile smart" secondary="1">
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<ammo>Headhunter</ammo>
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<delay>1400</delay>
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</specific>
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@ -176,12 +181,10 @@ The Headhunter Launcher is one of the most used missile launcher by the security
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<tech>5</tech>
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<mass>1</mass>
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<price>2000</price>
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<description>
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Headhunters first gained fame in the crush of the Araknoid, a fearsome battle against a pirate stronghold where the Empire crushed the pirates thanks to the advanced guidance system on the Headhunter. Now used by mercenaries and bounty hunters all over.
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</description>
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<description>Headhunters first gained fame in the crush of the Araknoid, a fearsome battle against a pirate stronghold where the Empire crushed the pirates thanks to the advanced guidance system on the Headhunter. Now used by mercenaries and bounty hunters all over.</description>
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<gfx_store>missile</gfx_store>
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</general>
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<specific type="8">
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<specific type="missile smart ammo">
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<gfx>headhunter</gfx>
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<sound>missile</sound>
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<spfx>ExpM</spfx>
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@ -199,12 +202,10 @@ Headhunters first gained fame in the crush of the Araknoid, a fearsome battle ag
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<tech>99</tech>
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<mass>8</mass>
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<price>25000</price>
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<description>
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Neutron Disruptor.
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</description>
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<description>Neutron Disruptor.</description>
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<gfx_store>neutron</gfx_store>
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</general>
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<specific type="1">
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<specific type="bolt">
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<gfx>neutron</gfx>
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<sound>neutron</sound>
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<spfx>ExpS</spfx>
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@ -222,12 +223,10 @@ Neutron Disruptor.
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<tech>3</tech>
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<mass>2</mass>
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<price>22500</price>
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<description>
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A heavy battery that will increase your ship's energy to allow you to pack more firepower.
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</description>
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<description>A heavy battery that will increase your ship's energy to allow you to pack more firepower.</description>
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<gfx_store>capacitator</gfx_store>
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</general>
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<specific type="15">
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<specific type="modification">
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<energy>30</energy>
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</specific>
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</outfit>
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@ -237,12 +236,10 @@ A heavy battery that will increase your ship's energy to allow you to pack more
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<tech>5</tech>
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<mass>3</mass>
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<price>55000</price>
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<description>
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A big panel that will generate energy based off solar energy. This will allow your ship te regenerate it's energy supplies faster.
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</description>
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<description>A big panel that will generate energy based off solar energy. This will allow your ship te regenerate it's energy supplies faster.</description>
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<gfx_store>solar</gfx_store>
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</general>
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<specific type="15">
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<specific type="modification">
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<energy_regen>125</energy_regen>
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</specific>
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</outfit>
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@ -252,12 +249,10 @@ A big panel that will generate energy based off solar energy. This will allow y
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<tech>9</tech>
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<mass>3</mass>
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<price>75000</price>
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<description>
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An enhancement for the shield power system, allowing it to resist much heavier fire.
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</description>
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<description>An enhancement for the shield power system, allowing it to resist much heavier fire.</description>
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<gfx_store>capacitator</gfx_store>
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</general>
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<specific type="15">
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<specific type="modification">
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<shield>15</shield>
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</specific>
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</outfit>
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@ -267,12 +262,10 @@ An enhancement for the shield power system, allowing it to resist much heavier f
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<tech>10</tech>
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<mass>5</mass>
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<price>145000</price>
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<description>
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A shield generator that feeds off the ship's main energy line. It will allow you to generate your shield faster and give you a small maximum shield boost at the expense of draining osem of the ship's energy.
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</description>
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<description>A shield generator that feeds off the ship's main energy line. It will allow you to generate your shield faster and give you a small maximum shield boost at the expense of draining osem of the ship's energy.</description>
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<gfx_store>shield</gfx_store>
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</general>
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<specific type="15">
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<specific type="modification">
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<shield>15</shield>
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<shield_regen>15</shield_regen>
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<energy_regen>-50</energy_regen>
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@ -284,12 +277,10 @@ A shield generator that feeds off the ship's main energy line. It will allow yo
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<tech>13</tech>
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<mass>1</mass>
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<price>125000</price>
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<description>
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This enhancement routes energy from the ship's energy supplies to the engine, giving the ship an increased thrust. It does not increase the ship's max speed nor turn abilities.
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</description>
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<description>This enhancement routes energy from the ship's energy supplies to the engine, giving the ship an increased thrust. It does not increase the ship's max speed nor turn abilities.</description>
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<gfx_store>reroute</gfx_store>
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</general>
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<specific type="15">
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<specific type="modification">
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<thrust>70</thrust>
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<energy_regen>-50</energy_regen>
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</specific>
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@ -300,12 +291,10 @@ This enhancement routes energy from the ship's energy supplies to the engine, gi
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<tech>13</tech>
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<mass>1</mass>
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<price>135000</price>
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<description>
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By improving your ship's stabilization systems drastically, this modification will allow you to reach higher speeds while still keeping the ship stable.
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</description>
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<description>By improving your ship's stabilization systems drastically, this modification will allow you to reach higher speeds while still keeping the ship stable.</description>
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<gfx_store>stabilizer</gfx_store>
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</general>
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<specific type="15">
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<specific type="modification">
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<speed>50</speed>
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<turn>5</turn>
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<energy_regen>-10</energy_regen>
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@ -317,12 +306,10 @@ By improving your ship's stabilization systems drastically, this modification wi
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<tech>13</tech>
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<mass>1</mass>
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<price>130000</price>
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<description>
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With the adding of a couple additional steering thruster you can make it so that your ship is much agile at turning.
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</description>
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<description>With the adding of a couple additional steering thruster you can make it so that your ship is much agile at turning.</description>
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<gfx_store>thruster</gfx_store>
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</general>
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<specific type="15">
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<specific type="modification">
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<turn>25</turn>
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<energy_regen>-10</energy_regen>
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</specific>
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@ -333,12 +320,10 @@ With the adding of a couple additional steering thruster you can make it so that
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<tech>3</tech>
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<mass>2</mass>
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<price>20000</price>
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<description>
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Being able to run from your enemies is a very powerful ability. A generic afterburner will allow you to do that. It may not be as powerful as some of the more high-end afterburners, but they're not nearly as affordable as a generic one.
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</description>
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<description>Being able to run from your enemies is a very powerful ability. A generic afterburner will allow you to do that. It may not be as powerful as some of the more high-end afterburners, but they're not nearly as affordable as a generic one.</description>
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<gfx_store>afterburner</gfx_store>
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</general>
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<specific type="16">
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<specific type="afterburner">
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<rumble>30</rumble>
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<sound>afterburner</sound>
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<thrust_perc>100</thrust_perc>
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@ -354,12 +339,10 @@ Being able to run from your enemies is a very powerful ability. A generic after
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<tech>13</tech>
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<mass>4</mass>
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<price>95000</price>
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<description>
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The Hellburner is one of the best afterburners available in the market. They have a much better energy to speed ratio then the generics and are much stronger. A must for any spacefarer who is proud of his ship.
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</description>
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<description>The Hellburner is one of the best afterburners available in the market. They have a much better energy to speed ratio then the generics and are much stronger. A must for any spacefarer who is proud of his ship.</description>
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<gfx_store>afterburner2</gfx_store>
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</general>
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<specific type="16">
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<specific type="afterburner">
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<rumble>50</rumble>
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<sound>afterburner</sound>
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<thrust_perc>185</thrust_perc>
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@ -375,12 +358,10 @@ The Hellburner is one of the best afterburners available in the market. They ha
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<tech>3</tech>
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<mass>5</mass>
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<price>15000</price>
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<description>
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The Fuel Pod allows a ship to store more fuel for hyperspace jumps. Each pod effectively increases a ship's range by a jump.
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</description>
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<description>The Fuel Pod allows a ship to store more fuel for hyperspace jumps. Each pod effectively increases a ship's range by a jump.</description>
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<gfx_store>fuel_pod</gfx_store>
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</general>
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<specific type="15">
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<specific type="modification">
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<fuel>100</fuel>
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</specific>
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</outfit>
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@ -390,12 +371,10 @@ The Fuel Pod allows a ship to store more fuel for hyperspace jumps. Each pod ef
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<tech>6</tech>
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<mass>15</mass>
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<price>35000</price>
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<description>
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Cargo Pods are big containers you can attach to dedicated weapon space allowing you to transport more cargo. The drawback is that you lose alot of weapon space and won't be able to defend your cargo as well...
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</description>
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<description>Cargo Pods are big containers you can attach to dedicated weapon space allowing you to transport more cargo. The drawback is that you lose alot of weapon space and won't be able to defend your cargo as well...</description>
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<gfx_store>cargo_pod</gfx_store>
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</general>
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<specific type="15">
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<specific type="modification">
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<cargo>15</cargo>
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</specific>
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</outfit>
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@ -405,12 +384,10 @@ Cargo Pods are big containers you can attach to dedicated weapon space allowing
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<tech>8</tech>
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<mass>-10</mass>
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<price>65000</price>
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<description>
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Adding a Weapon Rack to your ship will allow you to enjoy the benefits of more weapon space at the cost of cargo space. It's often more wiser to have less cargo, but to guard it well.
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</description>
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<description>Adding a Weapon Rack to your ship will allow you to enjoy the benefits of more weapon space at the cost of cargo space. It's often more wiser to have less cargo, but to guard it well.</description>
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<gfx_store>weapon_rack</gfx_store>
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</general>
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<specific type="15">
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<specific type="modification">
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<cargo>-15</cargo>
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</specific>
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</outfit>
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gfx/outfit/store/turret2.png
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gfx/outfit/store/turret2.png
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After Width: | Height: | Size: 8.3 KiB |
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gfx/outfit/store/turret3.png
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gfx/outfit/store/turret3.png
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After Width: | Height: | Size: 6.5 KiB |
@ -284,8 +284,8 @@ static void outfits(void) {
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window_addText(secondary_wid, 40+200+40+60, -60,
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250, 96, 0, "txtDDesc", &gl_smallFont, &cBlack, NULL);
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window_addText(secondary_wid, 20+200+40, -200,
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OUTFITS_WIDTH-300, 200, 0, "txtDescription",
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window_addText(secondary_wid, 20+200+40, -220,
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OUTFITS_WIDTH-300, 180, 0, "txtDescription",
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&gl_smallFont, NULL, NULL);
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/* Set up the outfits to buy/sell. */
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29
src/outfit.c
29
src/outfit.c
@ -26,6 +26,7 @@ static int outfits = 0;
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/* Misc. */
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static DamageType outfit_strToDamageType(char* buf);
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static OutfitType outfit_strToOutfitType(char* buf);
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/* Parsing. */
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static int outfit_parseDamage(DamageType* dtype, double* dmg, xmlNodePtr node);
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static Outfit* outfit_parse(const xmlNodePtr parent);
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@ -229,6 +230,32 @@ static DamageType outfit_strToDamageType(char* buf) {
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return DAMAGE_TYPE_NULL;
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}
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|
||||
/* Return the outfit type from string. */
|
||||
#define O_CMP(s, t) \
|
||||
if(strcmp(buf, (s))==0) return t;
|
||||
static OutfitType outfit_strToOutfitType(char* buf) {
|
||||
O_CMP("bolt", OUTFIT_TYPE_BOLT);
|
||||
O_CMP("beam", OUTFIT_TYPE_BEAM);
|
||||
O_CMP("missile dumb", OUTFIT_TYPE_MISSILE_DUMB);
|
||||
O_CMP("missile dumb ammo", OUTFIT_TYPE_MISSILE_DUMB_AMMO);
|
||||
O_CMP("missile seek", OUTFIT_TYPE_MISSILE_SEEK);
|
||||
O_CMP("missile seek ammo", OUTFIT_TYPE_MISSILE_SEEK_AMMO);
|
||||
O_CMP("missile smart", OUTFIT_TYPE_MISSILE_SEEK_SMART);
|
||||
O_CMP("missile smart ammo", OUTFIT_TYPE_MISSILE_SEEK_SMART_AMMO);
|
||||
O_CMP("missile swarm", OUTFIT_TYPE_MISSILE_SWARM);
|
||||
O_CMP("missile swarm ammo", OUTFIT_TYPE_MISSILE_SWARM_AMMO);
|
||||
O_CMP("missile swarm smart", OUTFIT_TYPE_MISSILE_SWARM_SMART);
|
||||
O_CMP("missile swarm smart ammo", OUTFIT_TYPE_MISSILE_SWARM_SMART_AMMO);
|
||||
O_CMP("turret bolt", OUTFIT_TYPE_TURRET_BOLT);
|
||||
O_CMP("turret beam", OUTFIT_TYPE_TURRET_BEAM);
|
||||
O_CMP("modification", OUTFIT_TYPE_MODIFICATION);
|
||||
O_CMP("afterburner", OUTFIT_TYPE_AFTERBURNER);
|
||||
|
||||
WARN("Invalid outfit type '%s'", buf);
|
||||
return OUTFIT_TYPE_NULL;
|
||||
}
|
||||
#undef O_CMP
|
||||
|
||||
static int outfit_parseDamage(DamageType* dtype, double* dmg, xmlNodePtr node) {
|
||||
char* buf;
|
||||
|
||||
@ -429,7 +456,7 @@ static Outfit* outfit_parse(const xmlNodePtr parent) {
|
||||
prop = xml_nodeProp(node, "type");
|
||||
if(prop == NULL)
|
||||
ERR("Outfit '%s' element 'specific' missing property 'type'", tmp->name);
|
||||
tmp->type = atoi(prop);
|
||||
tmp->type = outfit_strToOutfitType(prop);
|
||||
free(prop);
|
||||
|
||||
/* Is this the secondary weapon? */
|
||||
|
44
src/outfit.h
44
src/outfit.h
@ -8,31 +8,31 @@
|
||||
|
||||
/* Outfit types. */
|
||||
typedef enum OutfitType_ {
|
||||
OUTFIT_TYPE_NULL = 0,
|
||||
OUTFIT_TYPE_BOLT = 1,
|
||||
OUTFIT_TYPE_BEAM = 2,
|
||||
OUTFIT_TYPE_MISSILE_DUMB = 3,
|
||||
OUTFIT_TYPE_MISSILE_DUMB_AMMO = 4,
|
||||
OUTFIT_TYPE_MISSILE_SEEK = 5,
|
||||
OUTFIT_TYPE_MISSILE_SEEK_AMMO = 6,
|
||||
OUTFIT_TYPE_MISSILE_SEEK_SMART = 7,
|
||||
OUTFIT_TYPE_MISSILE_SEEK_SMART_AMMO = 8,
|
||||
OUTFIT_TYPE_MISSILE_SWARM = 9,
|
||||
OUTFIT_TYPE_MISSILE_SWARM_AMMO = 10,
|
||||
OUTFIT_TYPE_MISSILE_SWARM_SMART = 11,
|
||||
OUTFIT_TYPE_MISSILE_SWARM_SMART_AMMO = 12,
|
||||
OUTFIT_TYPE_TURRET_BOLT = 13,
|
||||
OUTFIT_TYPE_TURRET_BEAM = 14,
|
||||
OUTFIT_TYPE_MODIFICATION = 15,
|
||||
OUTFIT_TYPE_AFTERBURNER = 16
|
||||
OUTFIT_TYPE_NULL,
|
||||
OUTFIT_TYPE_BOLT,
|
||||
OUTFIT_TYPE_BEAM,
|
||||
OUTFIT_TYPE_MISSILE_DUMB,
|
||||
OUTFIT_TYPE_MISSILE_DUMB_AMMO,
|
||||
OUTFIT_TYPE_MISSILE_SEEK,
|
||||
OUTFIT_TYPE_MISSILE_SEEK_AMMO,
|
||||
OUTFIT_TYPE_MISSILE_SEEK_SMART,
|
||||
OUTFIT_TYPE_MISSILE_SEEK_SMART_AMMO,
|
||||
OUTFIT_TYPE_MISSILE_SWARM,
|
||||
OUTFIT_TYPE_MISSILE_SWARM_AMMO,
|
||||
OUTFIT_TYPE_MISSILE_SWARM_SMART,
|
||||
OUTFIT_TYPE_MISSILE_SWARM_SMART_AMMO,
|
||||
OUTFIT_TYPE_TURRET_BOLT,
|
||||
OUTFIT_TYPE_TURRET_BEAM,
|
||||
OUTFIT_TYPE_MODIFICATION,
|
||||
OUTFIT_TYPE_AFTERBURNER
|
||||
} OutfitType;
|
||||
|
||||
typedef enum DamageType_ {
|
||||
DAMAGE_TYPE_NULL = 0,
|
||||
DAMAGE_TYPE_ENERGY = 1,
|
||||
DAMAGE_TYPE_KINETIC = 2,
|
||||
DAMAGE_TYPE_ION = 3,
|
||||
DAMAGE_TYPE_RADIATION = 4
|
||||
DAMAGE_TYPE_NULL,
|
||||
DAMAGE_TYPE_ENERGY,
|
||||
DAMAGE_TYPE_KINETIC,
|
||||
DAMAGE_TYPE_ION,
|
||||
DAMAGE_TYPE_RADIATION
|
||||
} DamageType;
|
||||
|
||||
/* An outfit depends a lot on the type. */
|
||||
|
Loading…
Reference in New Issue
Block a user