Previously, these two SEXPs could only be used in single-player; now they can be used in multiplayer. (This now allows Admiral MS's ship save/load script to work in multiplayer too.)
Inspired by Parias's patch included in the FSPort Co-Op Mod Beta (https://www.hard-light.net/forums/index.php?topic=88385.0) though with some modifications.
precalculate warp values before beginning warp, and use them throughout the warp instead of recalculating in every function
standardize on always using the entire docked assembly for length and half-length calculation, instead of some places the assembly and some places just the dock leader
consolidate and simplify the compute_warpout* functions in light of the above
This adds the "no sparks" flag for subsystems which disables the
generation of spark sources for that subsystem when it is hit.
This was requested by Axem.
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.
This allows the WE_Default warp type to be used with any warp fireball in fireball.tbl. The fireball can be used by specifying its unique ID for the existing $Warpin type and $Warpout type options in ships.tbl. The warp type is managed by bitwise-OR'ing a flag to the fireball's index.
Optionally play a sound when autoaim becomes active, and another sound
when autoaim becomes inactive
Credit to zookeeper - I'm just pushing this into master!
This adds a mission file option for ships which allows specifying a
different string which should be used for displaying the name of the
ship to the user. This name will not be used in SEXPs or other ship
lookup functions so it can be freely translated and two ships can also
have the same display name.
The new feature can be used by adding $Display name: <string> after $Name
for a ship in a mission file. I think I added proper support for FRED
(and qtFRED) so that this new value is properly saved but it would be
great if someone could test that.
This implements one of the features requested in #1730.
This is similar to the other changes I already posted. Here the sound
instance handles are converted to their own handle type which will make
it easier to use the sound API.
Nightmare discovered an off-by-one error when checking the validity of a
particle effect handle. Since the new ID system makes that much easier
and less error-prone I decided to go ahead and convert all handles to
an ID typedef which also fixes the reported bug.
Previously, if parse_weapon_targeting_priorities() couldn't find a weapon matching the name, it wouldn't parse the "+Target Priority:" line, so it would cause a parsing error when the parser failed to find "$Name:" or "#End" there. Now, the "match not found" codepath still parses it so that no mismatch occurs. Also, I reordered the function so that the parsing wasn't happening in the middle of a loop through the list of weapon types, because it made me cringe.
Ideally it wouldn't be an optional argument at all, but that would break backwards-compatibility, so instead it'll just return an invalid ship handle instead of calling ship_create() with a class of -1. In addition, the Assert from ship_create() meant to guard against invalid ship_type values is now an Assertion that actually says what the invalid value of ship_type was, to make future debugging easier.
When a ship with three primary banks has a Nolink weapon in one bank, the other two banks are still allowed to link; if that Nolink weapon has a limited ammo supply, however, depleting that ammo supply would disallow primary linking even though the weapon never contributed to primary linking in the first place. This commit changes the logic to only care if the depleted weapon doesn't have the Nolink flag. The ideal solution is probably to change how primary linking works so that even if the weapon doesn't have the Nolink flag the remaining primaries can still link, but that would be much more involved.