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32 lines
1.1 KiB
C
32 lines
1.1 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 _AIINTERNAL_H
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#define _AIINTERNAL_H
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//Returns true if the specified object is a stealth ship, false if not
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bool is_object_stealth_ship(object* objp);
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//Number of live turrets on the object attacking
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int num_turrets_attacking(object *turret_parent, int target_objnum);
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//Determine whether an object is targetable within a nebula (checks for stealth)
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int object_is_targetable(object *target, ship *viewer);
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//Returns the number of enemy fighters within threshold of pos.
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int num_nearby_fighters(int enemy_team_mask, vec3d *pos, float threshold);
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//Returns true if OK for *aip to fire its current weapon at its current target.
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int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip);
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//Does all the stuff needed to aim and fire a turret.
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void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum);
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#endif
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