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Defines |
| #define | STANDARD_EXPL_DELAY (f1_0/4) |
| #define | DAMAGE_SCALE 128 |
| #define | DAMAGE_THRESHOLD (F1_0/3) |
| #define | WALL_LOUDNESS_SCALE (20) |
| #define | VOLATILE_WALL_EXPL_STRENGTH i2f(10) |
| #define | VOLATILE_WALL_IMPACT_SIZE i2f(3) |
| #define | VOLATILE_WALL_DAMAGE_FORCE i2f(5) |
| #define | VOLATILE_WALL_DAMAGE_RADIUS i2f(30) |
| #define | COLLISION_OF(a, b) (((a)<<8) + (b)) |
| #define | DO_COLLISION(type1, type2, collision_function) case COLLISION_OF( (type1), (type2) ): (collision_function)( (A), (B), collision_point ); break; case COLLISION_OF( (type2), (type1) ): (collision_function)( (B), (A), collision_point ); break; |
| #define | DO_SAME_COLLISION(type1, type2, collision_function) case COLLISION_OF( (type1), (type1) ): (collision_function)( (A), (B), collision_point ); break; |
| #define | NO_COLLISION(type1, type2, collision_function) case COLLISION_OF( (type1), (type2) ): case COLLISION_OF( (type2), (type1) ): break; |
| #define | NO_SAME_COLLISION(type1, type2, collision_function) case COLLISION_OF( (type1), (type1) ): break; |
| #define | IGNORE_COLLISION(type1, type2, collision_function) |
| #define | ERROR_COLLISION(type1, type2, collision_function) |
| #define | ENABLE_COLLISION(type1, type2) CollisionResult[type1][type2] = RESULT_CHECK; CollisionResult[type2][type1] = RESULT_CHECK; |
| #define | DISABLE_COLLISION(type1, type2) CollisionResult[type1][type2] = RESULT_NOTHING; CollisionResult[type2][type1] = RESULT_NOTHING; |
Functions |
| void | collide_robot_and_wall (object *robot, fix hitspeed, short hitseg, short hitwall, vms_vector *hitpt) |
| int | apply_damage_to_clutter (object *clutter, fix damage) |
| void | apply_force_damage (object *obj, fix force, object *other_obj) |
| void | bump_this_object (object *objp, object *other_objp, vms_vector *force, int damage_flag) |
| void | bump_two_objects (object *obj0, object *obj1, int damage_flag) |
| void | bump_one_object (object *obj0, vms_vector *hit_dir, fix damage) |
| void | collide_player_and_wall (object *player, fix hitspeed, short hitseg, short hitwall, vms_vector *hitpt) |
| void | collide_weapon_and_wall (object *weapon, fix hitspeed, short hitseg, short hitwall, vms_vector *hitpt) |
| void | collide_debris_and_wall (object *debris, fix hitspeed, short hitseg, short hitwall, vms_vector *hitpt) |
| void | scrape_object_on_wall (object *obj, short hitseg, short hitside, vms_vector *hitpt) |
| int | check_effect_blowup (segment *seg, int side, vms_vector *pnt) |
| void | collide_robot_and_robot (object *robot1, object *robot2, vms_vector *collision_point) |
| void | collide_robot_and_controlcen (object *obj1, object *obj2, vms_vector *collision_point) |
| void | collide_robot_and_player (object *robot, object *player, vms_vector *collision_point) |
| void | net_destroy_controlcen (object *controlcen) |
| void | apply_damage_to_controlcen (object *controlcen, fix damage, short who) |
| void | collide_player_and_controlcen (object *controlcen, object *player, vms_vector *collision_point) |
| void | maybe_kill_weapon (object *weapon, object *other_obj) |
| void | collide_weapon_and_controlcen (object *weapon, object *controlcen, vms_vector *collision_point) |
| void | collide_weapon_and_clutter (object *weapon, object *clutter, vms_vector *collision_point) |
| int | apply_damage_to_robot (object *robot, fix damage, int killer_objnum) |
| void | collide_robot_and_weapon (object *robot, object *weapon, vms_vector *collision_point) |
| void | collide_hostage_and_player (object *hostage, object *player, vms_vector *collision_point) |
| void | collide_player_and_player (object *player1, object *player2, vms_vector *collision_point) |
| void | drop_pow_count (object *obj, int *pow_count) |
| void | drop_player_eggs (object *player) |
| void | apply_damage_to_player (object *player, object *killer, fix damage) |
| void | collide_player_and_weapon (object *player, object *weapon, vms_vector *collision_point) |
| void | collide_player_and_nasty_robot (object *player, object *robot, vms_vector *collision_point) |
| void | collide_player_and_materialization_center (object *objp) |
| void | collide_robot_and_materialization_center (object *objp) |
| void | collide_player_and_powerup (object *player, object *powerup, vms_vector *collision_point) |
| void | collide_player_and_clutter (object *player, object *clutter, vms_vector *collision_point) |
| int | maybe_detonate_weapon (object *weapon1, object *weapon2, vms_vector *collision_point) |
| void | collide_weapon_and_weapon (object *weapon1, object *weapon2, vms_vector *collision_point) |
| void | collide_weapon_and_debris (object *weapon, object *debris, vms_vector *collision_point) |
| void | collide_two_objects (object *A, object *B, vms_vector *collision_point) |
| void | collide_init () |
| void | collide_object_with_wall (object *A, fix hitspeed, short hitseg, short hitwall, vms_vector *hitpt) |
Variables |
| int | Ugly_robot_cheat = 0 |
| int | Ugly_robot_texture = 0 |
| fix | Last_volatile_scrape_sound_time = 0 |
| int | Network_got_powerup |