try and implement resize in a sane way, but changeing from windowed mode to fullscreen mode is now kind of weird
#include "Weapons.hh"
static struct WeaponParams {
TickCount age;
float speed;
float recoil;
int damage;
float explosionRadius;
float radius;
TickCount reloadTime;
float bounce;
float mass;
std::string name;
} WEAPON_PARAMS[] = {
/* age speed recoil damage expRadius radius reloadTime bounce mass name */
{ 10000, 5 * 80 + 50, 0 * 5 + 10000, 1, 0 * 6 + 5, 1, 0 * 100 + 50, 0.00, 10.0, "Weapon 1" },
{ 10000, 4 * 80 + 50, 2 * 5 + 5, 2, 1 * 6 + 5, 2, 1 * 100 + 50, 0.00, 10.0, "Weapon 2" },
{ 10000, 3 * 80 + 50, 3 * 5 + 5, 3, 2 * 6 + 5, 3, 2 * 100 + 50, 0.00, 10.0, "Weapon 3" },
{ 10000, 2 * 80 + 50, 4 * 5 + 5, 5, 3 * 6 + 5, 4, 3 * 100 + 50, 0.00, 10.0, "Weapon 4" },
{ 10000, 1 * 80 + 50, 5 * 5 + 5, 8, 4 * 6 + 5, 5, 4 * 100 + 50, 0.00, 10.0, "Weapon 5" },
{ 1000, 600, 999000, 13, 100, 10, 1000, 1.05, 10.0, "BounceBounce" },
{ 1000, 400, 100000, 0, 250, 10, 1200, 0.00, 10.0, "DigDig" },
{ 0, 0, 0, 0, 0, 0, 0, 0.00, 10.0, "" }
};
std::vector<Weapon*> buildWeaponsList (void) {
std::vector<Weapon*> weapons;
int idx = 0;
for (WeaponParams *wp = WEAPON_PARAMS;
wp->age || wp->speed || wp->recoil || wp->damage || wp->explosionRadius || wp->radius || wp->bounce || wp->reloadTime;
wp++, idx++
) {
weapons.push_back(new Weapon(idx,
wp->age, wp->speed, wp->recoil, wp->damage, wp->explosionRadius, wp->radius,
wp->reloadTime, wp->name, wp->bounce, wp->mass
));
}
return weapons;
}