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I've tested this through compiling and through hand checking. Normalises line endings in ALL files to \n.
62 lines
1.8 KiB
C
62 lines
1.8 KiB
C
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#ifndef _FLAK_WEAPONS_HEADER_FILE
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#define _FLAK_WEAPONS_HEADER_FILE
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#include "physics/physics.h"
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// --------------------------------------------------------------------------------------------------------------------------------------
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// FLAK DEFINES/VARS
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//
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struct weapon;
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struct object;
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struct vec3d;
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// --------------------------------------------------------------------------------------------------------------------------------------
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// FLAK FUNCTIONS
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//
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// initialize flak stuff for the level
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void flak_level_init();
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// close down flak stuff
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void flak_level_close();
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// given a newly created weapon, turn it into a flak weapon
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//void flak_create(weapon *wp);
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// free up a flak object
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//void flak_delete(int flak_index);
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// given a just fired flak shell, pick a detonating distance for it
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void flak_pick_range(object *objp, vec3d *firing_pos, vec3d *predicted_target_pos, float weapon_subsys_strength);
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// add some jitter to a flak gun's aiming direction, take into account range to target so that we're never _too_ far off
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// assumes dir is normalized
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void flak_jitter_aim(vec3d *dir, float dist_to_target, float weapon_subsys_strength);
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// create a muzzle flash from a flak gun based upon firing position and weapon type
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void flak_muzzle_flash(vec3d *pos, vec3d *dir, physics_info *pip, int turret_weapon_class);
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// maybe detonate a flak shell early/late (call from weapon_process_pre(...))
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//void flak_maybe_detonate(object *obj);
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// set the range on a flak object
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void flak_set_range(object *objp, float range);
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// get the current range for the flak object
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float flak_get_range(object *objp);
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#endif
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