For certain calculations involving armor, the `GetDamage` function needs to know if the damage is being applied by a beam so it can apply the calculations with the proper frametime. The parameter was not provided in all cases, so this fixes that.
Follow-up to #1609.
For script hooks which use conditions, be more consistent about evaluating both objects involved, as well as evaluating the different types of objects.
Fixes#3874.
There is a bit of code that detonates a missile if it misses impacting on a subsystem. On Nyctaeus's Arachnas model, missiles could reach the center point of the main beam turret submodel without actually hitting any part of the submodel. The fail-safe code would set the missile to detonate in that case, but on low-FPS systems the weapon would be able to actually hit the turret before it detonated. On high-FPS systems, there is a clean miss.
This reworks the code to delay the missile detonation until it reaches the other side of the submodel, so it has time to hit some other part of it. It also reduces the detonation time from 1/100 of a second (which is more than one frame on 120 FPS systems) to 1/1000 of a second (which is always less than one frame).
Also slightly optimizes some of the hooks because the adding/removing of hook variables should be guarded by the same if() block that controls execution.
The previous system was kind of hacky and made things a bit inflexible.
This improves that system quite a bit and also adds unit tests for the
hook variable functionality.
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
Bombs can give points for being shot down. This was being handled by a full-blown pair of damage_ship/damage_ship_id arrays, just like ships have for scoring purposes. This is ridiculous overkill when most bombs are shot down with a single pull of the trigger and means we were storing a couple hundred bytes of data that would be completely unused for the vast majority of projectiles. Now, whoever shoots down a bomb gets the points for it; period. Simple, and we can remove all scoring data from the weapon struct.
Lots of references to Weapons[A->instance] and Weapons[B->instance], despite having created pointers for them earlier in the function. Also, I have no idea what was up with the override conditional.
Consolidated a few sequential calls, corrected a few instances of "ObjectB" being removed when "Object" was set, and removed a couple instances of hook variables that weren't set being removed.