Move */main/laser.h -> common/main/laser.h
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@ -22,15 +22,22 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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enum weapon_type_t
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{
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#if defined(DXX_BUILD_DESCENT_II)
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LASER_ID_L1,
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LASER_ID = LASER_ID_L1, //0..3 are lasers
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LASER_ID_L2,
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LASER_ID_L3,
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LASER_ID_L4,
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#endif
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CONCUSSION_ID = 8,
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FLARE_ID = 9, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#if defined(DXX_BUILD_DESCENT_I)
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LASER_ID = 10,
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#endif
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VULCAN_ID = 11, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#if defined(DXX_BUILD_DESCENT_II)
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SPREADFIRE_ID = 12, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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#endif
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PLASMA_ID = 13, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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FUSION_ID = 14, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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HOMING_ID = 15,
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@ -39,12 +46,14 @@ enum weapon_type_t
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MEGA_ID = 18,
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PLAYER_SMART_HOMING_ID = 19,
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#if defined(DXX_BUILD_DESCENT_I)
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SPREADFIRE_ID = 20,
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#endif
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SUPER_MECH_MISS = 21,
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REGULAR_MECH_MISS = 22,
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SILENT_SPREADFIRE_ID = 23,
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ROBOT_SMART_HOMING_ID = 29,
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EARTHSHAKER_MEGA_ID = 54,
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#if defined(DXX_BUILD_DESCENT_II)
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SUPER_LASER_ID = 30, // 30,31 are super lasers (level 5,6)
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LASER_ID_L5 = SUPER_LASER_ID,
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LASER_ID_L6,
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@ -63,9 +72,11 @@ enum weapon_type_t
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SMART_MINE_HOMING_ID = 47,
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ROBOT_SMART_MINE_HOMING_ID = 49,
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ROBOT_SUPERPROX_ID = 53,
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EARTHSHAKER_MEGA_ID = 54,
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ROBOT_EARTHSHAKER_ID = 58,
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PMINE_ID = 51, //the mine that the designers can place
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#endif
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};
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// These are new defines for the value of 'flags' passed to do_laser_firing.
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@ -74,15 +85,18 @@ enum weapon_type_t
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#define LASER_QUAD 1
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#define LASER_SPREADFIRE_TOGGLED 2
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#define MAX_LASER_LEVEL 3 // Note, laser levels are numbered from 0.
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#if defined(DXX_BUILD_DESCENT_II)
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#define LASER_HELIX_FLAG0 4 // helix uses 3 bits for angle
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#define LASER_HELIX_FLAG1 8 // helix uses 3 bits for angle
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#define LASER_HELIX_FLAG2 16 // helix uses 3 bits for angle
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#define LASER_HELIX_SHIFT 2 // how far to shift count to put in flags
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#define LASER_HELIX_MASK 7 // must match number of bits in flags
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#define MAX_LASER_LEVEL 3 // Note, laser levels are numbered from 0.
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#define MAX_SUPER_LASER_LEVEL 5 // Note, laser levels are numbered from 0.
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#endif
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#define MAX_LASER_BITMAPS 6
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@ -92,7 +106,11 @@ enum weapon_type_t
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// Constants governing homing missile behavior.
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// MIN_TRACKABLE_DOT gets inversely scaled by FrameTime and stuffed in
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// Min_trackable_dot
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#if defined(DXX_BUILD_DESCENT_I)
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#define MIN_TRACKABLE_DOT (3*F1_0/4)
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#elif defined(DXX_BUILD_DESCENT_II)
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#define MIN_TRACKABLE_DOT (7*F1_0/8)
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#endif
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#define MAX_TRACKABLE_DIST (F1_0*250)
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#define HOMING_MISSILE_STRAIGHT_TIME (F1_0/8) // Changed as per request of John, Adam, Yuan, but mostly John
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@ -100,8 +118,10 @@ struct object;
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extern fix Min_trackable_dot; // MIN_TRACKABLE_DOT inversely scaled by FrameTime
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#if defined(DXX_BUILD_DESCENT_II)
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extern struct object *Guided_missile[];
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extern int Guided_missile_sig[];
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#endif
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void Laser_render(struct object *obj);
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void Laser_player_fire(struct object * obj, int type, int gun_num, int make_sound, int harmless_flag);
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@ -135,12 +155,20 @@ extern int do_laser_firing(int objnum, int weapon_id, int level, int flags, int
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// laser.
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int Laser_create_new_easy(vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound);
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#if defined(DXX_BUILD_DESCENT_II)
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// creates a weapon object
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int create_weapon_object(int weapon_type,int segnum,vms_vector *position);
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// give up control of the guided missile
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void release_guided_missile(int player_num);
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// Omega cannon stuff.
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#define MAX_OMEGA_CHARGE (F1_0) // Maximum charge level for omega cannonw
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extern fix Omega_charge;
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// NOTE: OMEGA_CHARGE_SCALE moved to laser.c to avoid long rebuilds if changed
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extern int ok_to_do_omega_damage(struct object *weapon);
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#endif
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extern void create_smart_children(struct object *objp, int count);
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extern int object_to_object_visibility(struct object *obj1, struct object *obj2, int trans_type);
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@ -162,15 +190,19 @@ extern int ok_to_do_omega_damage(struct object *weapon);
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static inline int is_proximity_bomb_or_smart_mine(enum weapon_type_t id)
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{
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#if defined(DXX_BUILD_DESCENT_II)
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if (id == SUPERPROX_ID)
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return 1;
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#endif
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return id == PROXIMITY_ID;
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}
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static inline int is_proximity_bomb_or_smart_mine_or_placed_mine(enum weapon_type_t id)
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{
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#if defined(DXX_BUILD_DESCENT_II)
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if (id == SUPERPROX_ID || id == PMINE_ID)
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return 1;
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#endif
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return id == PROXIMITY_ID;
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}
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@ -1,124 +0,0 @@
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Definitions for the laser code.
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*
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*/
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#ifndef _LASER_H
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#define _LASER_H
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enum weapon_type_t
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{
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CONCUSSION_ID = 8,
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FLARE_ID = 9, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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LASER_ID = 10,
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VULCAN_ID = 11, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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XSPREADFIRE_ID = 12, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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PLASMA_ID = 13, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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FUSION_ID = 14, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time.
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HOMING_ID = 15,
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PROXIMITY_ID = 16,
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SMART_ID = 17,
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MEGA_ID = 18,
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PLAYER_SMART_HOMING_ID = 19,
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SPREADFIRE_ID = 20,
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SUPER_MECH_MISS = 21,
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REGULAR_MECH_MISS = 22,
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SILENT_SPREADFIRE_ID = 23,
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ROBOT_SMART_HOMING_ID = 29, // NOTE: check create_smart_children()!!!
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};
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// These are new defines for the value of 'flags' passed to do_laser_firing.
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// The purpose is to collect other flags like QUAD_LASER and Spreadfire_toggle
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// into a single 8-bit quantity so it can be easily used in network mode.
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#define LASER_QUAD 1
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#define LASER_SPREADFIRE_TOGGLED 2
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#define MAX_LASER_LEVEL 3 // Note, laser levels are numbered from 0.
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#define MAX_LASER_BITMAPS 6
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// For muzzle firing casting light.
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#define MUZZLE_QUEUE_MAX 8
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// Constants governing homing missile behavior.
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// MIN_TRACKABLE_DOT gets inversely scaled by FrameTime and stuffed in Min_trackable_dot
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#define MIN_TRACKABLE_DOT (3*F1_0/4)
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#define MAX_TRACKABLE_DIST (F1_0*250)
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#define HOMING_MISSILE_STRAIGHT_TIME (F1_0/8) // Changed as per request of John, Adam, Yuan, but mostly John
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struct object;
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extern fix Min_trackable_dot; // MIN_TRACKABLE_DOT inversely scaled by FrameTime
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void Laser_render(struct object *obj);
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void Laser_player_fire(struct object * obj, int type, int gun_num, int make_sound, int harmless_flag);
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void Laser_player_fire_spread(struct object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless);
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void Laser_do_weapon_sequence(struct object *obj);
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void Flare_create(struct object *obj);
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int laser_are_related(int o1, int o2);
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extern int do_laser_firing_player(void);
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extern void do_missile_firing(int drop_bomb);
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extern void net_missile_firing(int player, int weapon, int flags);
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extern int Network_laser_track;
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int Laser_create_new(vms_vector * direction, vms_vector * position, int segnum, int parent, int type, int make_sound);
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// Fires a laser-type weapon (a Primary weapon)
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// Fires from object objnum, weapon type weapon_id.
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// Assumes that it is firing from a player object, so it knows which gun to fire from.
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// Returns the number of shots actually fired, which will typically be 1, but could be
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// higher for low frame rates when rapidfire weapons, such as vulcan or plasma are fired.
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extern int do_laser_firing(int objnum, int weapon_id, int level, int flags, int nfires);
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// Easier to call than Laser_create_new because it determines the segment containing the firing point
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// and deals with it being stuck in an object or through a wall.
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// Fires a laser of type "weapon_type" from an object (parent) in the direction "direction" from the position "position"
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// Returns object number of laser fired or -1 if not possible to fire laser.
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int Laser_create_new_easy(vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound);
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extern void create_smart_children(struct object *objp, int num_smart_children);
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extern int object_to_object_visibility(struct object *obj1, struct object *obj2, int trans_type);
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extern int Muzzle_queue_index;
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typedef struct muzzle_info {
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fix64 create_time;
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short segnum;
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vms_vector pos;
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} muzzle_info;
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extern muzzle_info Muzzle_data[MUZZLE_QUEUE_MAX];
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/*
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* These two functions look redundant in D1X, but they are useful in
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* D2X.
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*/
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static inline int is_proximity_bomb_or_smart_mine(enum weapon_type_t id)
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{
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return id == PROXIMITY_ID;
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}
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static inline int is_any_proximity_mine(enum weapon_type_t id)
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{
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return id == PROXIMITY_ID;
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}
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#endif
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