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reticleBySpellID_G2.d
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reticleBySpellID_G2.d
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/*
* This file is optional and supplementary to the configurations for reticles (see config\reticle.d). It contains
* exemplary reticles for spells. It is outsourced to maintain compatibility across Gothic 1 and Gothic 2 that have
* different spells. For a list of reticle textures, see config\reticleTextures.d.
*/
/*
* This function defines reticles based on spellID for all Gothic 2 specific spells. This is just an example of how to
* display different reticles.
*
* Note: Only spells are listed that are eligible for free aiminig. All other spells will not have a reticle anyways.
*/
func string reticleBySpellID(var int spellID) {
if (spellID == SPL_Icebolt)
|| (spellID == SPL_IceCube)
|| (spellID == SPL_IceLance) {
// Ice spells
return RETICLE_SPADES;
}
else if (spellID == SPL_Whirlwind)
|| (spellID == SPL_WaterFist)
|| (spellID == SPL_Inflate)
|| (spellID == SPL_Geyser)
|| (spellID == SPL_Waterwall) {
// Water spells
return GFA_AnimateReticleByTime(RETICLE_WHIRL, 30, 10); // Animate reticle with 30 FPS (10 Frames)
}
else if (spellID == SPL_Firebolt)
|| (spellID == SPL_InstantFireball)
|| (spellID == SPL_ChargeFireball)
|| (spellID == SPL_Pyrokinesis)
|| (spellID == SPL_Firestorm) {
// Fire spells
return RETICLE_HORNS;
}
else if (spellID == SPL_Zap)
|| (spellID == SPL_LightningFlash)
|| (spellID == SPL_ChargeZap) {
// Electric spells
return RETICLE_BOLTS;
}
else if (spellID == SPL_PalHolyBolt)
|| (spellID == SPL_PalRepelEvil)
|| (spellID == SPL_PalDestroyEvil) {
// Paladin spells
return RETICLE_FRAME;
}
else if (spellID == SPL_BreathOfDeath)
|| (spellID == SPL_MasterOfDisaster)
|| (spellID == SPL_Swarm)
|| (spellID == SPL_GreenTentacle)
|| (spellID == SPL_Energyball)
|| (spellID == SPL_SuckEnergy)
|| (spellID == SPL_Skull) {
// Evil spells
return RETICLE_BOWL;
} else {
// Set this as 'default' texture here (if none of the conditions above is met)
return RETICLE_EDGES;
};
};