void ShootBullet_MyWeapon(
ShootInfo* sData,
int iLevel)
{
return;
if (!(sData->
keyTrg & gKeyShot))
return;
{
}
else
{
{
{
CSM_SetCaret(sData->
ourC->
x - 0x600, sData->
ourC->
y - 0x1400, 3, 0);
}
else
{
CSM_SetCaret(sData->
ourC->
x + 0x600, sData->
ourC->
y - 0x1400, 3, 0);
}
}
{
{
CSM_SetCaret(sData->
ourC->
x - 0x600, sData->
ourC->
y + 0x1400, 3, 0);
}
else
{
CSM_SetCaret(sData->
ourC->
x + 0x600, sData->
ourC->
y + 0x1400, 3, 0);
}
}
else
{
{
CSM_SetCaret(sData->
ourC->
x - 0x1800, sData->
ourC->
y + 0x400, 3, 0);
}
else
{
CSM_SetCaret(sData->
ourC->
x + 0x1800, sData->
ourC->
y + 0x400, 3, 0);
}
}
CSM_PlaySoundObject(33, CSM_SOUND_MODE_STOP_THEN_PLAY);
}
}
int up
Is facing up?
Definition: CSMAPI_types.h:1506
int y
Y Position.
Definition: CSMAPI_types.h:1526
int x
X Position.
Definition: CSMAPI_types.h:1522
int down
Is facing down?
Definition: CSMAPI_types.h:1510
int direct
Direction.
Definition: CSMAPI_types.h:1498
bool UseArmsEnergy(int iAmount)
Use ammo from the held weapon.
Definition: CavestoryModAPI.cpp:458
void ChangeToFirstArms()
Change to this client's first weapon.
Definition: CavestoryModAPI.cpp:514
int CountBulletNum(int iBulletCode)
Get the number of active bullets w/ the given Bullet ID that this client has shot.
Definition: CavestoryModAPI.cpp:435
ShootInfo structure.
Definition: CSMAPI_types.h:1968
int keyTrg
The key-Trg input state.
Definition: CSMAPI_types.h:1983
int arms_code
Which weapon ID was shot.
Definition: CSMAPI_types.h:2003
MYCHAR * ourC
The character tied to this shoot event.
Definition: CSMAPI_types.h:1975
int arms_level
The level at which the weapon was shot at.
Definition: CSMAPI_types.h:2007
int ghostId
The shooter's Ghost ID.
Definition: CSMAPI_types.h:1995
int bullet_ids[3]
Ease-of-use: List of bullet IDs defined in CaveEditor for each weapon level.
Definition: CSMAPI_types.h:2011
SafeClientInterface sClient
A safe interface for the client who shot the gun.
Definition: CSMAPI_types.h:2015