- /* 
-  * Portions of this file are copyright Rebirth contributors and licensed as 
-  * described in COPYING.txt. 
-  * Portions of this file are copyright Parallax Software and licensed 
-  * according to the Parallax license. 
-  * See COPYING.txt for license details. 
-  */ 
-   
- #pragma once 
-   
- #include <cstdint> 
-   
- #ifdef dsx 
- namespace dsx { 
-   
- enum weapon_id_type : uint8_t 
- { 
-         LASER_ID_L1, 
-         LASER_ID = LASER_ID_L1, //0..3 are lasers 
-         LASER_ID_L2, 
-         LASER_ID_L3, 
-         LASER_ID_L4, 
-         CLS1_DRONE_FIRE = 5, 
-         CONTROLCEN_WEAPON_NUM = 6, 
-         CONCUSSION_ID = 8, 
-         FLARE_ID = 9,   //  NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. 
-         CLS2_DRONE_LASER = 10, 
-         VULCAN_ID = 11,  //  NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. 
- #if defined(DXX_BUILD_DESCENT_I) 
-         /* Descent shipped with two spreadfire weapons.  One cost 0.5 energy 
-          * to fire; the other cost 1.0 energy to fire.  The two have 
-          * differing flight speeds.  For reasons unknown, the original code 
-          * used the cost of one spreadfire weapon, but used the other weapon 
-          * for all other purposes.  CHEAP_SPREADFIRE_ID represents the lower 
-          * cost weapon, so that it can be named in 
-          * Primary_weapon_to_weapon_info.  SPREADFIRE_ID represents the 
-          * weapon used for all other purposes. 
-          */ 
-         CHEAP_SPREADFIRE_ID, 
- #elif defined(DXX_BUILD_DESCENT_II) 
-         SPREADFIRE_ID = 12,  //  NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. 
- #endif 
-         PLASMA_ID = 13,  //  NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. 
-         FUSION_ID = 14,  //  NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. 
-         HOMING_ID = 15, 
-         PROXIMITY_ID = 16, 
-         SMART_ID = 17, 
-         MEGA_ID = 18, 
-   
-         PLAYER_SMART_HOMING_ID = 19, 
- #if defined(DXX_BUILD_DESCENT_I) 
-         SPREADFIRE_ID = 20, 
- #endif 
-         SUPER_MECH_MISS = 21, 
-         REGULAR_MECH_MISS = 22, 
-         SILENT_SPREADFIRE_ID = 23, 
-         MEDIUM_LIFTER_LASER = 24, 
-         SMALL_HULK_FIRE = 25, 
-         HEAVY_DRILLER_PLASMA = 26, 
-         SPIDER_ROBOT_FIRE = 27, 
-         ROBOT_MEGA_ID = 28, 
-         ROBOT_SMART_HOMING_ID = 29, 
- #if defined(DXX_BUILD_DESCENT_II) 
-         SUPER_LASER_ID = 30,  // 30,31 are super lasers (level 5,6) 
-         LASER_ID_L5 = SUPER_LASER_ID, 
-         LASER_ID_L6, 
-   
-         GAUSS_ID = 32,  //  NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. 
-         HELIX_ID = 33,  //  NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. 
-         PHOENIX_ID = 34,  //  NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. 
-         OMEGA_ID = 35,  //  NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. 
-   
-         FLASH_ID = 36, 
-         GUIDEDMISS_ID = 37, 
-         SUPERPROX_ID = 38, 
-         MERCURY_ID = 39, 
-         EARTHSHAKER_ID = 40, 
-         SMELTER_PHOENIX_ID = 44, 
-   
-         SMART_MINE_HOMING_ID = 47, 
-         BPER_PHASE_ENERGY_ID = 48, 
-         ROBOT_SMART_MINE_HOMING_ID = 49, 
-         ROBOT_SUPERPROX_ID = 53, 
-         EARTHSHAKER_MEGA_ID = 54, 
-         ROBOT_EARTHSHAKER_ID = 58, 
-         ROBOT_EARTHSHAKER_SUBMUNITION_ID = 59, 
-   
-         PMINE_ID = 51,  //the mine that the designers can place 
-   
-         ROBOT_26_WEAPON_46_ID = 46, 
-         ROBOT_27_WEAPON_52_ID = 52, 
-         ROBOT_28_WEAPON_42_ID = 42, 
-         ROBOT_29_WEAPON_20_ID = 20, 
-         ROBOT_30_WEAPON_48_ID = 48, 
-         ROBOT_36_WEAPON_41_ID = 41, 
-         ROBOT_37_WEAPON_41_ID = 41, 
-         ROBOT_38_WEAPON_42_ID = 42, 
-         ROBOT_39_WEAPON_43_ID = 43, 
-         ROBOT_43_WEAPON_55_ID = 55, 
-         ROBOT_45_WEAPON_45_ID = 45, 
-         ROBOT_46_WEAPON_55_ID = 55, 
-         ROBOT_47_WEAPON_26_ID = 26, 
-         ROBOT_50_WEAPON_50_ID = 50, 
-         ROBOT_52_WEAPON_52_ID = 52, 
-         ROBOT_53_WEAPON_45_ID = 45, 
-         ROBOT_55_WEAPON_44_ID = 44, 
-         ROBOT_57_WEAPON_44_ID = 44, 
-         ROBOT_59_WEAPON_48_ID = 48, 
-         ROBOT_62_WEAPON_60_ID = 60, 
-         ROBOT_47_WEAPON_57_ID = 57, 
-         ROBOT_62_WEAPON_61_ID = 61, 
-         ROBOT_71_WEAPON_62_ID = 62,     // M.A.X. homing flash missile 
-         ROBOT_70_WEAPON_64_ID = 64,     // Vertigo smelter Phoenix 
- #endif 
-         unspecified = 0xff, 
- }; 
-   
- } 
- #endif 
-