main/laser.c File Reference

#include <stdlib.h>
#include "inferno.h"
#include "game.h"
#include "bm.h"
#include "object.h"
#include "laser.h"
#include "segment.h"
#include "fvi.h"
#include "segpoint.h"
#include "error.h"
#include "mono.h"
#include "key.h"
#include "texmap.h"
#include "textures.h"
#include "render.h"
#include "vclip.h"
#include "fireball.h"
#include "polyobj.h"
#include "robot.h"
#include "weapon.h"
#include "timer.h"
#include "player.h"
#include "sounds.h"
#include "network.h"
#include "ai.h"
#include "modem.h"
#include "powerup.h"
#include "multi.h"
#include "physics.h"
#include "hudmsg.h"

Classes

struct  objdist

Defines

#define HOMING_MISSILE_SCALE   8
#define MAX_SMART_DISTANCE   (F1_0*150)
#define MAX_OBJDISTS   30
#define NUM_SMART_CHILDREN   6
#define CONCUSSION_GUN   4
#define HOMING_GUN   4
#define PROXIMITY_GUN   7
#define SMART_GUN   7
#define MEGA_GUN   7

Functions

int find_homing_object_complete (vms_vector *curpos, object *tracker, int track_obj_type1, int track_obj_type2)
void Laser_render (object *obj)
int laser_are_related (int o1, int o2)
void do_muzzle_stuff (int segnum, vms_vector *pos)
int Laser_create_new (vms_vector *direction, vms_vector *position, int segnum, int parent, int weapon_type, int make_sound)
int Laser_create_new_easy (vms_vector *direction, vms_vector *position, int parent, int weapon_type, int make_sound)
int object_to_object_visibility (object *obj1, object *obj2, int trans_type)
int object_is_trackable (int track_goal, object *tracker)
int find_homing_object (vms_vector *curpos, object *tracker)
int track_track_goal (int track_goal, object *tracker)
void Laser_player_fire_spread_delay (object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, fix delay_time, int make_sound, int harmless)
void Laser_player_fire_spread (object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless)
void Laser_player_fire (object *obj, int laser_type, int gun_num, int make_sound, int harmless)
void Flare_create (object *obj)
void homing_missile_turn_towards_velocity (object *objp, vms_vector *norm_vel)
void Laser_do_weapon_sequence (object *obj)
int do_laser_firing_player (void)
int do_laser_firing (int objnum, int weapon_num, int level, int flags, int nfires)
int create_homing_missile (object *objp, int goal_obj, int objtype, int make_sound)
void create_smart_children (object *objp)
static void do_missile_firing_all (int drop_bomb)
void do_missile_firing (void)
void do_drop_bomb (void)

Variables

int Laser_rapid_fire = 0
int Laser_drop_vulcan_ammo = 0
int Laser_offset = 0
int Muzzle_queue_index = 0
muzzle_info Muzzle_data [MUZZLE_QUEUE_MAX]
fix Min_trackable_dot = MIN_TRACKABLE_DOT
int Spreadfire_toggle = 0
fix Last_laser_fired_time = 0
int Player_fired_laser_this_frame
int Missile_gun = 0

Define Documentation

#define CONCUSSION_GUN   4
 

#define HOMING_GUN   4
 

#define HOMING_MISSILE_SCALE   8
 

#define MAX_OBJDISTS   30
 

#define MAX_SMART_DISTANCE   (F1_0*150)
 

#define MEGA_GUN   7
 

#define NUM_SMART_CHILDREN   6
 

#define PROXIMITY_GUN   7
 

#define SMART_GUN   7
 


Function Documentation

int create_homing_missile object objp,
int  goal_obj,
int  objtype,
int  make_sound
 

void create_smart_children object objp  ) 
 

void do_drop_bomb void   ) 
 

int do_laser_firing int  objnum,
int  weapon_num,
int  level,
int  flags,
int  nfires
 

int do_laser_firing_player void   ) 
 

void do_missile_firing void   ) 
 

static void do_missile_firing_all int  drop_bomb  )  [static]
 

void do_muzzle_stuff int  segnum,
vms_vector pos
 

int find_homing_object vms_vector curpos,
object tracker
 

int find_homing_object_complete vms_vector curpos,
object tracker,
int  track_obj_type1,
int  track_obj_type2
 

void Flare_create object obj  ) 
 

void homing_missile_turn_towards_velocity object objp,
vms_vector norm_vel
 

int laser_are_related int  o1,
int  o2
 

int Laser_create_new vms_vector direction,
vms_vector position,
int  segnum,
int  parent,
int  weapon_type,
int  make_sound
 

int Laser_create_new_easy vms_vector direction,
vms_vector position,
int  parent,
int  weapon_type,
int  make_sound
 

void Laser_do_weapon_sequence object obj  ) 
 

void Laser_player_fire object obj,
int  laser_type,
int  gun_num,
int  make_sound,
int  harmless
 

void Laser_player_fire_spread object obj,
int  laser_type,
int  gun_num,
fix  spreadr,
fix  spreadu,
int  make_sound,
int  harmless
 

void Laser_player_fire_spread_delay object obj,
int  laser_type,
int  gun_num,
fix  spreadr,
fix  spreadu,
fix  delay_time,
int  make_sound,
int  harmless
 

void Laser_render object obj  ) 
 

int object_is_trackable int  track_goal,
object tracker
 

int object_to_object_visibility object obj1,
object obj2,
int  trans_type
 

int track_track_goal int  track_goal,
object tracker
 


Variable Documentation

int Laser_drop_vulcan_ammo = 0
 

int Laser_offset = 0
 

int Laser_rapid_fire = 0
 

fix Last_laser_fired_time = 0
 

fix Min_trackable_dot = MIN_TRACKABLE_DOT
 

int Missile_gun = 0
 

muzzle_info Muzzle_data[MUZZLE_QUEUE_MAX]
 

int Muzzle_queue_index = 0
 

int Player_fired_laser_this_frame
 

int Spreadfire_toggle = 0
 


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