; WEAPDEF.TXT
;  This file contains all the definitions for the weapons artwork.
;  Instead of setting the size of each piece of artwork with the library
; command in GCS, the 3D world sizes for your weapons and inventory objects
; are set here in this text file.
;
;  WARNING:  THERE ARE SEVERAL COPIES OF THIS TEXT FILE.  DO NOT MODIFY
; THIS FILE IF IT IS IN THE WEAPONS DIRECTORY OFF THE MAIN P3D DIRECTORY.
; IN GENERAL, ONLY CHANGE THIS FILE IF IT IS IN YOUR OWN WEAPON DIRECTORY.
; 
;  IE, if this file is in:
;
; c:\p3dgcs\weapons
;
;  THEN DO NOT CHANGE IT.  LOOK IN THE PALETTE DIRECTORIES ( $VVK and $RP9A )
; TO FIND WEAPON DIRECTORIES THERE.  IN THERE ARE THE WEAPDEF.TXT FILES THAT
; YOU CAN CHANGE.  IF YOU MAKE CHANGES TO THE WEAPDEF.TXT OR .VGR FILES IN
; THE WEAPONS DIRECTORY, YOU WILL NOT AFFECT PROJECTS ALREADY STARTED.  SO
; MAKE SURE YOU ARE MAKING ALL YOUR CHANGES IN THE WEAPONS DIRECTORY THAT IS
; IN A PALETTE DIRECTORY.
;
;
;  If you want to make a custom weapon set, then you must make your
; artwork frames, then define them in here, and then make an animation
; text file to explain to the 3D engine how to animate your weapon.
;
;  If you want to change the pictures used for an existing weapon, then
; you can just start modifying the .VGR files for an existing weapon.  If
; you need to change the size of the images, then you need to change the
; listed numbers.
;
;  If you want to change the appearances of an inventory item, then 
; you can just change the artwork.  However becareful when changing images
; that are used as icons, because these MUST BE 16x16 pixels!  When you
; go to change inventory item artwork, if the original is 16x16 pixels
; in GCSPAINT, then chances are if you replace it with an image that is 
; not 16x16, you will get a critical error when going near this object
; in the game.
;
; CHANGING WEAPONS:
;  The following table defines 3D objects for use in both the inventory
; and the weapons.  The weapons artwork is used just like any other artwork.
; This means that you make a .VGR file of any size you like, and then later
; specify a 3D world size in centimeters.  The game engine stretches or 
; compresses your .VGR picture to the 3D world size that you wanted.
;  For more info about this, see the chapter on Artwork and images in the
; manual.
;  When you make a weapon, you must make the .VGR files for all the 
; frames in the animation.  Then you must specify the 3D world sizes for
; each of these .VGR artwork frames.  That is what is done in the table
; below.
;  Note that all inventory items and some other stuff is defined below
; along with the weapons.  You can tell the objects that are defined for
; use as weapons animations only because they have 'w' in the last column
; before the comment.
;  These lines are included in the OBJDEF??.TXT file just like GARDEF.TXT
; is.  If you have already customized your enemies, you will notice that
; this is similar in alot of ways.
;  
;   The table below is arranged in to 6 columns.  In the first column is
; a '2'.  This 2 must always be there.  If you neglect this '2', you will
; get an 'illegal species' critical error when testing your level.
;
;  In the second column is what is called a 'handle'.  This is just a unique
; number associated with this peice of artwork.  You set this yourself.  The
; number you use for any piece of artwork doesn't matter, it is just a name.
; In
; order to keep these numbers from colliding with other handles,  ( IE, no
; two peices of artwork can have the same handle ) you must start the 
; weapons at 2000, and work your way up.  If you keep all your enemy artwork
; handles between 2000 and 2099, you should be OK.  HOWEVER, you must make
; sure that the handle numbers you chose are not used by any other artwork
; in the weapdef.txt table below.  If you make a mistake and use a handle
; that is already used somewhere else, you will get CRITICAL ERROR 87,
; /* DUPLICATE HANDLE NAME DEFINED */
; 
;
;  The third column is a .VGR file name.  This is the artwork image for this
; weapon.  You can change these names to any you like, but the .VGR files
; listed in this column must be in your current weapons directory.  This
; is the directory you set for your level when you did the 'set active
; enemy set'.  This directory will be in a subdirectory of your main 
; palette directory.  For example, in C:\P3DGCS\$VVK\WEAPCAND are the
; candy cane weapon.  The artwork in that directory is all candy cane,
; and the weapdef.txt was revised to make the goo gun weapon into a
; candy cane.
;
;  The fourth column is the 3D world horiztonal size of this artwork, as
; seen in the game.  A wide weapon has a bigger horizontal size on the screen.
;
;  The fifth column is the 3D world vertical size of this artwork.
;
;  The seventh column is the comment.  Everything after the ';' character is
; a message left for yourself, and is ignored by the GCS.  In the special case
; of weapons .VGR files, put a w in the seventh column before your ';' 
; comment character.  THis will store your weapon image in EMS or XMS 
; RAM, thus it keeps you from wasting precious RAM with weapons images.
;  Don't try using the 'w' on objects that are not weapons.  It will just
; draw those objects as gibberish on the screen.
;
; NOTE:  Some limitations on weapons .VGR files:  They must be smaller
; than 16000 bytes in order to fit in a single EMS or XMS page.  The COLOR
; 0 ( Pure Black) will not be drawn.  This is how your weapons are drawn
; with a shape.
;
;  Ok, so now you have artwork defined and sized, and assigned handle numbers.
; How to you get them into the game?
;
;  You need to use a weapons animation file.  These are the following text
; files:
; 
;  fldrock.txt    animation file for rocketlauncher
;  fldshtgn.txt    animation file for shotgun
;  fldstick.txt    animation file for Goo Gun
;  fluidext.txt    animation file for Fire Extinguisher
;  fluidgrn.txt    animation file for Grenade
;  fluidkck.txt    animation file for Karate Kick
;  fluidmg.txt    animation file for Machine Gun
;
;  These files should be in your weapons directory in your palette file
; just like this weapdef.txt file.  Once again, don't modify them unless
; you are in your weapons directory within the palette directory.
;
;  These animation files are like this file in that they contain a big
; table of numbers.  These numbers specify which picture should be shown
; when, and at what position on the screen, and when the weapon causes
; damage to the enemies, etc.
;
;  For information on how to modify or make your own weapons animation
; text files, see the file fluidmg.txt.  There are comments at the beginning
; to help you out.
;  
;  Just like your .VGR images, you need to assign handles to your animation
; text files.  That is done near the end of this file.  Look the lines:
; 6 3601 fldshtgn.txt      ;player's gun animation
; 6 3600 fluidkck.txt     ;player's kicking boot
;  The first column must always be a '6' when defining weapons animation
; text files.  Then comes a handle number between 3600 and 3610.  Just like
; in the above case, you must chose a handle number for your animation that
; isn't the same as any of the others.
;    Then comes the text filename of your animation file.  That is all.
;  You can put a comment after the filename if preceded by a ';'.
;  There is no size to give an animation text file.
;  Do NOT put a 'w' like you do with the weapons .VGR objects.
;
;  So now you have weapons artwork, weapons animation .txt file, and both
; are defined in your weapdef.txt file.  How do you get that weapon into
; the game?  
;
;  Now you need to edit weapons.txt.   Weapons.txt is a text file with a
; table in it to specify all sorts of parameters about weapons, such as
; their potency, their range, and the handle number of the animation file,
; what sound to use for firing, etc etc.
;   Weapons.txt is in your weapons directory in your palette directory.
; Once again, do not modify the weapons.txt that is in the directory
; c:\p3dgcs\weapons
; or you will be headed for trouble...
;
;  Instructions about what the table in weapons.txt is, is in the text in
; the beginning of the weapons.txt file.  To put your weapon in the game,
; you will have to make sure that your handle number of your weapons animation
; file is there.  You must choose one of the lines in the weapons.txt to
; replace a weapon.  In general, try to replace a weapon with similar
; qualities.  IE, don't replace the kick weapon with a pistol.
; Although this can work, you would then have to make a new kind of ammo
; since the kick didn't need ammo.  However, if you replace the shotgun with
; a pistol, then you can just place shotgun ammo with the GCS, and you can
; pickup the ammo, and it will appear in the pistol.
;
;  Then you have to place an instance of the weapon for the player to 
; pickup.  To accomplish this, you must figure out which weapon you have
; replaced when you edited your weapons.txt file.  Then place one of those
; weapons using the GCS 'bag' icon.  Then just go pick it up and try it out.
; In the above example you have replaced the shotgun with the pistol.  So
; you place a shotgun via the GCS 'bag' icon, and then when you pickup the
; shotgun, your new pistol becomes the current weapon.
;
;  Of course you will want to change the inventory item picture used for 
; the shotgun to a picture of a pistol, and the icon to.  These would be:
; 2 2171  shotsml.vgr    64      64      ;shotgun icon
; 2 2193  shotgun.vgr    180     40      ;shotgun on ground (z=180)
; 2 2194  shotvert.vgr   40      180     ;shotgun standing up  (z=110)
;  Change these .vgr files to suit you, and modify their 3d world size
; too.  Just remember that shotsml.vgr MUST BE 16X16 pixels in  GCSPAINT,
; or you will get a critical error.
;

 2 2980 expp0.vgr         32      32
 2 2981 2980             128     128
 2 2985 expp1.vgr        192     192
 2 2984 2985             256     256
 2 2982 expp2.vgr        400     400
 2 2983 2982             600     600

2 2990 gas1.vgr         32      32
2 2991 2990             128     128
2 2995 gas2.vgr        192     192
2 2994 2995             256     256
2 2992 gas3.vgr        400     400
2 2993 2992             600     600
 
 2 2000  invisble.vgr   1       1       ;invisible kludge
 2 2020  kick1.vgr      22      22 w    ;new kicking boot
 2 2021  kick2.vgr      22      22 w    ;new kicking boot
 2 2022  kick3.vgr      22      22 w    ;new kicking boot
 2 2169  kickdown.vgr   64      64      ;kicking boot icon (z=168)
 2 2011  sticky0.vgr   28      24 w    ;NEW GOO GUN  poised & ready
 2 2012  sticky5.vgr   28      24 w    ;NEW GOO GUN  start squirt
 2 2013  sticky4.vgr   28      24 w    ;NEW GOO GUN  goo twirl
 2 2014  sticky3.vgr   28      24 w    ;NEW GOO GUN  goo twirl
 2 2015  sticky2.vgr   28      24 w    ;NEW GOO GUN  goo twirl
 2 2016  sticky1.vgr   28      24 w    ;NEW GOO GUN  end squirt
 2 2017  sticky7.vgr   28      24 w    ;NEW GOO GUN  end squirt
 2 2018  sticky6.vgr   28      24 w    ;NEW GOO GUN  end squirt
 2 2120  goosmall.vgr   64      64      ;NEW GOO GUN icon
 2 2130  googun.vgr        180     40      ;NEW GOO GUN on ground  (z=180)
 2 2121  goovert.vgr    40      180     ;machine gun standing up (z=110)
 2 2041  sg1a.vgr       60      35 w    ;new player's shotgun
 2 2047  sgf1a.vgr      60      35 w    ;new player's shotgun
 2 2042  sgf2b.vgr      60      35 w    ;new player's shotgun
 2 2048  sgf3a.vgr      60      35 w    ;new player's shotgun
 2 2043  sgf3b.vgr      60      35 w    ;new player's shotgun
 2 2044  sgs1.vgr       60      35 w    ;new player's shotgun
 2 2045  sgs2.vgr       60      35 w    ;new player's shotgun
 2 2046  sgs3.vgr       60      35 w    ;new player's shotgun
 2 2171  shotsml.vgr    64      64      ;shotgun icon
 2 2193  shotgun.vgr    180     40      ;shotgun on ground (z=180)
 2 2194  shotvert.vgr   40      180     ;shotgun standing up  (z=110)
 2 2050  grenade.vgr    48      48      ;grenade & icon    (z=176)
 2 2051  throw1.vgr     14      16 w    ;grenade toss hand
 2 2052  throw2.vgr     20      8  w    ;grenade toss hand
 2 2053  throw3.vgr     18      14 w    ;grenade toss hand
 2 2061  machgun1.vgr   38      24 w    ;new machine gun
 2 2062  machgun2.vgr   38      24 w    ;new machine gun
 2 2063  machgun3.vgr   38      24 w    ;new machine gun
 2 2064  machgun4.vgr   38      24 w    ;new machine gun
 2 2170  gunsmall.vgr   64      64      ;machine gun icon
 2 2180  gun.vgr        180     40      ;machine gun on ground  (z=180)
 2 2181  gunvert.vgr    40      180     ;machine gun standing up (z=110)
 2 2070  missile.vgr    64      32      ;flaming rocket from launcher
 2 2071  rocket1.vgr    38      20 w    ;rocket launcher aiming
 2 2072  rocket2.vgr    38      20 w    ;rocket launcher arming
 2 2073  rocket3.vgr    38      20 w    ;rocket launcher armed
 2 2074  rocket4.vgr    38      20 w    ;rocket launcher firing
 2 2075  rocket5.vgr    38      20 w    ;rocket launcher firing
 2 2078  rocksml.vgr    64      64      ;rocket launcher icon
; 2 2272  shellsml.vgr   64      64      ;rocket launcher icon
 2 2196  rocket.vgr     180     40      ;rocket launcher on ground (z=180)
 2 2197  rockvert.vgr   40      180     ;rocket launcher standing up (z=110)
2 2172  firextsm.vgr   64      64      ;fire extinguisher icon (replaced)
2 2198  fext.vgr       30      60      ;fire extinguisher on ground (replaced)
 2 2090  fireext1.vgr   40      26 w    ;fire extinguisher cloud
 2 2091  fireext2.vgr   40      26 w    ;fire extinguisher cloud
2 2189  ammogoo.vgr     64      64      ; ammo for goo gun
 2 2190  ammopck.vgr    64       64     ;generic ammo pack & icon     (Z=168)
 2 2191  ammops.vgr     64       64     ;ammofor shot gun & icon      (Z=168)
 2 2192  ammomg.vgr     64       64     ;ammo for machine gun & icon  (Z=168)
 2 2195  ammorckt.vgr   64       64     ;ammo shells for rocket launcher & icon
 2 2199  ammogas.vgr    64       64     ;AMMO SHELLS FOR TEAR GAS
 2 2699  ammorktg.vgr   64       64     ;gas shells for rocket launcher & icon
 2 2698  gasgren.vgr   64       64     ;gas grenades
 2 2697  tgasgren.vgr   64       64     ;gas grenades
 2 2155  bomb1.vgr      64       64      ;bomb & icon   (Z=168)
 2 2173  homebmbs.vgr   64       64      ;bomb with timer icon
 2 2183  homebomb.vgr   159      59      ;bomb with time on ground (Z=171)
 2 2156  mine1.vgr      64       64      ;land mine & icon    (Z=168)
 2 2159  firstaid.vgr   64       40      ;first aid pack on ground  (Z=180)
 2 2179  firstai.vgr    64       64      ;first aid pack icon
 2 2148  key8.vgr       64      64      ; green key
 2 2149  key7.vgr       64      64      ; red key
 2 2150  key1.vgr       64       64      ;gold key        (Z=168)
 2 2160  key1b.vgr      64       64      ;blue key        (Z=168)
 2 2151  key2.vgr       64       64      ;silver key      (Z=168)
 2 2152  key3.vgr       64       64      ;copper key      (Z=168)
 2 2158  key4.vgr       64       64      ;bronze key      (Z=168)
 2 2153  key5.vgr       64       64      ;red key card    (Z=168)
 2 2163  key5b.vgr      64       64      ;red key card icon
 2 2157  memoa.vgr      32       32      ;crumpled piece of paper  (Z=184)
 2 2167  memob.vgr      64       64      ;regular 16x16 document
 2 2168  memosecs.vgr   64       64      ;top secret document
 2 2174  armor1.vgr     64       64      ;NEW ARMOR VEST
 2 2175  gasmask.vgr    64       64      ;NEW GAS MASK
 2 2176  radarpk.vgr    64       64      ;NEW RADAR PACK
; weapon fluid files
 6 3601 fldshtgn.txt      ;player's gun animation
 6 3600 fluidkck.txt     ;player's kicking boot
 6 3603 fluidgrn.txt     ; gun with no puase
 6 3604 fluidmg.txt      ; machine gun fluid
 6 3605 fluidext.txt      ; machine gun fluid
 6 3606 fldrock.txt      ; machine gun fluid
 6 3607 fldstick.txt      ; sticky foam gun
 6 3608 fldexpt.txt    ; tear gas explosion
 6 3609 fldexpg.txt    ; gas explosion
 6 3610 fldexpp.txt    ; explosion
; pickup objects
