main/laser.h File Reference


Classes

struct  muzzle_info

Defines

#define CONCUSSION_ID   8
#define FLARE_ID   9
#define LASER_ID   10
#define VULCAN_ID   11
#define XSPREADFIRE_ID   12
#define PLASMA_ID   13
#define FUSION_ID   14
#define HOMING_ID   15
#define PROXIMITY_ID   16
#define SMART_ID   17
#define MEGA_ID   18
#define PLAYER_SMART_HOMING_ID   19
#define SPREADFIRE_ID   20
#define SUPER_MECH_MISS   21
#define REGULAR_MECH_MISS   22
#define SILENT_SPREADFIRE_ID   23
#define ROBOT_SMART_HOMING_ID   29
#define LASER_QUAD   1
#define LASER_SPREADFIRE_TOGGLED   2
#define MAX_LASER_LEVEL   3
#define MAX_LASER_BITMAPS   6
#define MUZZLE_QUEUE_MAX   8
#define MIN_TRACKABLE_DOT   (3*F1_0/4)
#define MAX_TRACKABLE_DIST   (F1_0*250)
#define HOMING_MISSILE_STRAIGHT_TIME   (F1_0/8)

Functions

void Laser_render (object *obj)
void Laser_player_fire (object *obj, int type, int gun_num, int make_sound, int harmless_flag)
void Laser_player_fire_spread (object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless)
void Laser_do_weapon_sequence (object *obj)
void Flare_create (object *obj)
int laser_are_related (int o1, int o2)
int do_laser_firing_player (void)
void do_missile_firing (void)
void net_missile_firing (int player, int weapon, int flags)
void do_drop_bomb (void)
int Laser_create_new (vms_vector *direction, vms_vector *position, int segnum, int parent, int type, int make_sound)
int do_laser_firing (int objnum, int weapon_id, int level, int flags, int nfires)
int Laser_create_new_easy (vms_vector *direction, vms_vector *position, int parent, int weapon_type, int make_sound)
void create_smart_children (object *objp)
int object_to_object_visibility (object *obj1, object *obj2, int trans_type)

Variables

fix Min_trackable_dot
int Muzzle_queue_index
muzzle_info Muzzle_data [MUZZLE_QUEUE_MAX]
int Laser_drop_vulcan_ammo

Define Documentation

#define CONCUSSION_ID   8
 

#define FLARE_ID   9
 

#define FUSION_ID   14
 

#define HOMING_ID   15
 

#define HOMING_MISSILE_STRAIGHT_TIME   (F1_0/8)
 

#define LASER_ID   10
 

#define LASER_QUAD   1
 

#define LASER_SPREADFIRE_TOGGLED   2
 

#define MAX_LASER_BITMAPS   6
 

#define MAX_LASER_LEVEL   3
 

#define MAX_TRACKABLE_DIST   (F1_0*250)
 

#define MEGA_ID   18
 

#define MIN_TRACKABLE_DOT   (3*F1_0/4)
 

#define MUZZLE_QUEUE_MAX   8
 

#define PLASMA_ID   13
 

#define PLAYER_SMART_HOMING_ID   19
 

#define PROXIMITY_ID   16
 

#define REGULAR_MECH_MISS   22
 

#define ROBOT_SMART_HOMING_ID   29
 

#define SILENT_SPREADFIRE_ID   23
 

#define SMART_ID   17
 

#define SPREADFIRE_ID   20
 

#define SUPER_MECH_MISS   21
 

#define VULCAN_ID   11
 

#define XSPREADFIRE_ID   12
 


Function Documentation

void create_smart_children object objp  ) 
 

void do_drop_bomb void   ) 
 

int do_laser_firing int  objnum,
int  weapon_id,
int  level,
int  flags,
int  nfires
 

int do_laser_firing_player void   ) 
 

void do_missile_firing void   ) 
 

void Flare_create object obj  ) 
 

int laser_are_related int  o1,
int  o2
 

int Laser_create_new vms_vector direction,
vms_vector position,
int  segnum,
int  parent,
int  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  type,
int  gun_num,
int  make_sound,
int  harmless_flag
 

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

void Laser_render object obj  ) 
 

void net_missile_firing int  player,
int  weapon,
int  flags
 

int object_to_object_visibility object obj1,
object obj2,
int  trans_type
 


Variable Documentation

int Laser_drop_vulcan_ammo
 

fix Min_trackable_dot
 

muzzle_info Muzzle_data[MUZZLE_QUEUE_MAX]
 

int Muzzle_queue_index
 


Generated on Mon Aug 28 20:55:33 2006 for D1X-Rebirth by  doxygen 1.4.6