Use a simpler, more robust, and more correct method of sharing the fire direction among beams: replicate the actual beam vector for all firing points. This further cleans up and simplifies the beam firing code and also clarifies some vector math.
1. make `check_ok_to_fire` return a boolean (like `check_los`)
2. make `check_ok_to_fire` and `check_los` both use a position argument since we don't need the whole turret
3. remove the redundant position prediction code from `ship_get_global_turret_gun_info` (since that needs to be a "pure" function) while making sure "share fire direction" still works
4. skip calculation of the vector in `ship_get_global_turret_gun_info` if we don't need it
5. move the position prediction code out of `aifft_rotate_turret` and into its own function
6. prune some gun position calculation calls since in most cases one will suffice
7. fix position "jitter" with weapon subsystem damage in missions that use gravity
8. `model_rotate_gun` now uses a nullptr position for a reset instead of an extra boolean argument
9. use a more efficient method to calculate gun barrel length
10. a couple variable name changes for clarity
1. Add a `vanish()` function for beam objects, to be consistent with other object types
2. Add a `BeamFree` virtvar, analogous to `TurretLocked`
3. Add timestamp variants of TurretLocked and BeamFree to be consistent with sexps
4. Add `BeamLife`, `BeamWarmup`, and `BeamWarmdown` virtvars so scripts can access table properties
5. Add "On Beam Death", "On Beam Warmup", and "On Beam Warmdown" hooks
6. Clarify some existing documentation and patch a couple things
1) Add the "no-thrusters" ship flag to the list of flag that can be used by alter-ship-flag or the ship's setFlag function
2) Add a `FireRateMultiplier` virtvar to control the firing rate of turrets (fulfills #4300)
3) Add a `setGlowPointBankActive` function to do the same thing as `activate-glow-point-bank`/`deactivate-glow-point-bank`
The two `VIRTVAR`s for Orientation in subsystems and submodel instances do the same thing, but did not have the same code - in particular, the subsystem version did not update the subsystem angle and turret angle. This syncs them up.
When returning objects, be sure to use `ade_set_object_with_breed`, per the documentation on that function. This ensures that all relevant subclass information can be used.
Also fix the return value of streaminganim's isValid() function.
This correctly calculates the turret position from the center (zero position) of its submodel instead of using the offset from the main model.
This patches a few more parts of the code and also adds a missing locale argument.
This introduces type parsing for all types used within the scripting
documentation. This improves the generated JSON output and also
validates new code via the unit test.
The scripted code previously didn't check to see if a weapon bank was valid before firing it, which could have led to memory problems and starting March 15 would actually crash the game. This adds a few safety checks.
Previosuly, using the script function ArmorClass did not properly display the actual armor class, instead it always displayed -1. This PR fixes that. I have tested these changes and they now proprely display the armor class.
This adds JSON as an additional scripting documentation output format.
This can be used by external tools to examine the scripting
documentation and generate interface declarations or documentation for
any language. The existing documentation code is left largely in place.
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.