Follow-up to #3137. I missed two important details in the first implementation: the triggered animation needs to be an "initial position" type, and `model_update_instance` needs to be run on all subobjects, not just turrets.
This should really fix#3123. I still can't see the destroyed collector, but the Rahu no longer flickers when it spins around.
These two situations mostly relied on the obsolete model code which didn't include model instances. Data for submodel positions and for whether a submodel is blown off are now stored exclusively in model instances, not the model itself.
This fixes#3124.
As described in #3079, the old parsing of fvec and uvec used strtod and some POFs rely on this format. This is a quickfix that uses the new parsing method for only `get_user_vec3d_value`.
It appears that live debris is not supposed to have a parent submodel; see the retail NTF Boadicea. This removes the parent from any live debris that might have it.
This should fix#3078.
This works around the Windows only limitation where the standard random
function only returns up to 2^15 which limits how many vertices in the
model can be picked.
Since we already have a function that handles this properly and returns
values in the entire integer range, using that fixes that low limit.
Since instance-specific fields have been moved to polymodel_instance and submodel_instance, the gun_submodel_rotation field should also be moved. This is also reworked a bit to keeping track of the rotation via the normal submodel instance angles.
This removes an unnecessary look_at field as well.
Since angles are no longer written in three redundant places, the temporary hijacking of the turret angles in `model_make_turret_matrix` was overwriting the turret's proper position. So this PR just saves the angles and restores them when the calculation is done.
Just for sanity's sake. This just displays a Warning without modifying the dockpoint name. I considered an nprintf but figured a Warning was more appropriate.
Retail has a hud_find_target_distance function that returns the distance between the player position and a bounding box. This is useful for the HUD because it shows the distance to the perimeter of an object like a jump node or a large ship. However, this function was re-used for the `distance` SEXP, resulting in the awkward situation where the distance is measured from one ship's center to another ship's bounding box. This can lead to unexpected results and it also means that the SEXP returns a different distance when the arguments are swapped.
This PR deprecates the original SEXP and introduces the new SEXPs `center-distance` and `bbox-distance` which use consistent methods for both ships. It also renames the `distance-ship-subystem` SEXP to `center-distance-subsystem` and adds a new `bbox-distance-subsystem` SEXP.
Having recalled that other SCP folks stated pow shoud not be used to do simple squaring, I figured it might be a good idea to update the two instances I found where that was the case.