/* * This program source code file is part of SystemK, a library in the KTag project. * * 🛡️ 🃞 * * Copyright © 2016-2025 Joseph P. Kearney and the KTag developers. * * This program is free software: you can redistribute it and/or modify it under * the terms of the GNU Affero General Public License as published by the Free * Software Foundation, either version 3 of the License, or (at your option) any * later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more * details. * * There should be a copy of the GNU Affero General Public License in the LICENSE * file in the root of this repository. If not, see . */ #include "SystemK.h" //! All the weapons, in the same order as #WeaponID_t. Weapon_t WeaponsByID[NUMBER_OF_WEAPONS] = { // Test Pattern { .ID = TEST_PATTERN_ID, .Type = ENERGY, .Protocol = TEST_PROTOCOL, .Damage_Per_Shot = 1, .Shots_Per_Reload = UINT16_MAX, .Delay_Before_Sending_Shot_in_ms = 0, .Time_Between_Shots_in_ms = 1000, .Time_To_Reload_in_ms = 0 }, // Bayonette { .ID = BAYONETTE_ID, .Type = EDGE, .Protocol = MILES_TAG_II_PROTOCOL, // For now... .Damage_Per_Shot = 1, .Shots_Per_Reload = UINT16_MAX, .Delay_Before_Sending_Shot_in_ms = 0, .Time_Between_Shots_in_ms = 1000, .Time_To_Reload_in_ms = 0 }, // Pistol { .ID = PISTOL_ID, .Type = PROJECTILE, .Protocol = MILES_TAG_II_PROTOCOL, // For now... .Damage_Per_Shot = 10, .Shots_Per_Reload = 8, .Delay_Before_Sending_Shot_in_ms = 0, .Time_Between_Shots_in_ms = 300, .Time_To_Reload_in_ms = 3000 }, // Shotgun { .ID = SHOTGUN_ID, .Type = PROJECTILE, .Protocol = MILES_TAG_II_PROTOCOL, // For now... .Damage_Per_Shot = 20, .Shots_Per_Reload = 2, .Delay_Before_Sending_Shot_in_ms = 0, .Time_Between_Shots_in_ms = 500, .Time_To_Reload_in_ms = 10000 }, // Rifle { .ID = RIFLE_ID, .Type = PROJECTILE, .Protocol = MILES_TAG_II_PROTOCOL, // For now... .Damage_Per_Shot = 10, .Shots_Per_Reload = 8, .Delay_Before_Sending_Shot_in_ms = 0, .Time_Between_Shots_in_ms = 300, .Time_To_Reload_in_ms = 5000 }, // Machine Gun { .ID = MACHINE_GUN_ID, .Type = PROJECTILE, .Protocol = MILES_TAG_II_PROTOCOL, // For now... .Damage_Per_Shot = 10, .Shots_Per_Reload = 250, .Delay_Before_Sending_Shot_in_ms = 0, .Time_Between_Shots_in_ms = 0, .Time_To_Reload_in_ms = 2*60*1000 }, // Nerf Laser Ops Pro { .ID = NERF_LASER_OPS_ID, .Type = ENERGY, .Protocol = NERF_LASER_OPS_PRO_PROTOCOL, .Damage_Per_Shot = 10, .Shots_Per_Reload = 10, .Delay_Before_Sending_Shot_in_ms = 0, .Time_Between_Shots_in_ms = 300, .Time_To_Reload_in_ms = 3000 }, // Nerf Laser Strike Blaster { .ID = NERF_LASER_STRIKE_BLASTER_ID, .Type = ENERGY, .Protocol = NERF_LASER_STRIKE_PROTOCOL, .Damage_Per_Shot = 10, .Shots_Per_Reload = 12, .Delay_Before_Sending_Shot_in_ms = 0, .Time_Between_Shots_in_ms = 300, .Time_To_Reload_in_ms = 3000 }, // Nerf Phoenix LTX { .ID = NERF_PHOENIX_LTX_ID, .Type = ENERGY, .Protocol = NERF_PHOENIX_LTX_PROTOCOL, .Damage_Per_Shot = 10, .Shots_Per_Reload = 10, .Delay_Before_Sending_Shot_in_ms = 0, .Time_Between_Shots_in_ms = 300, .Time_To_Reload_in_ms = 3000 }, // Squad Hero Pistol { .ID = SQUAD_HERO_PISTOL, .Type = ENERGY, .Protocol = SQUAD_HERO_PROTOCOL, .Damage_Per_Shot = 1, .Shots_Per_Reload = 10, .Delay_Before_Sending_Shot_in_ms = 0, .Time_Between_Shots_in_ms = 300, .Time_To_Reload_in_ms = 3000 }, // Laser X { .ID = LASER_X_ID, .Type = ENERGY, .Protocol = LASER_X_PROTOCOL, .Damage_Per_Shot = 1, .Shots_Per_Reload = 10, .Delay_Before_Sending_Shot_in_ms = 0, .Time_Between_Shots_in_ms = 300, .Time_To_Reload_in_ms = 3000 }, // The Dubuque Protocol { .ID = DUBUQUE_PROTOCOL_ID, .Type = ENERGY, .Protocol = DUBUQUE_PROTOCOL, .Damage_Per_Shot = 1, .Shots_Per_Reload = 10, .Delay_Before_Sending_Shot_in_ms = 0, .Time_Between_Shots_in_ms = 300, .Time_To_Reload_in_ms = 3000 } };