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void | beam_delete (beam *b) |
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void | beam_handle_collisions (beam *b) |
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void | beam_get_binfo (beam *b, float accuracy, int num_shots) |
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void | beam_aim (beam *b) |
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void | beam_type_a_move (beam *b) |
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void | beam_type_b_move (beam *b) |
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void | beam_type_c_move (beam *b) |
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void | beam_type_d_move (beam *b) |
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void | beam_type_d_get_status (beam *b, int *shot_index, int *fire_wait) |
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void | beam_type_e_move (beam *b) |
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void | beam_get_octant_points (int modelnum, object *objp, int oct_index, int oct_array[BEAM_NUM_GOOD_OCTANTS][4], vec3d *v1, vec3d *v2) |
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int | beam_get_model (object *objp) |
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void | beam_get_cull_vals (object *objp, beam *b, float *cull_dot, float *cull_dist) |
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float | beam_get_cone_dot (beam *b) |
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void | beam_calc_facing_pts (vec3d *top, vec3d *bot, vec3d *fvec, vec3d *pos, float w, float z_add) |
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void | beam_render_muzzle_glow (beam *b) |
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void | beam_generate_muzzle_particles (beam *b) |
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void | beam_jitter_aim (beam *b, float aim) |
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int | beam_ok_to_fire (beam *b) |
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void | beam_start_warmup (beam *b) |
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int | beam_start_firing (beam *b) |
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void | beam_start_warmdown (beam *b) |
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void | beam_add_collision (beam *b, object *hit_object, mc_info *cinfo, int quad=-1, int exit_flag=0) |
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float | beam_get_widest (beam *b) |
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void | beam_add_light (beam *b, int objnum, int source, vec3d *c_point) |
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void | beam_apply_lighting () |
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void | beam_recalc_sounds (beam *b) |
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void | beam_apply_whack (beam *b, object *objp, vec3d *hit_point) |
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float | beam_get_ship_damage (beam *b, object *objp) |
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int | beam_will_tool_target (beam *b, object *objp) |
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void | beam_init () |
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void | beam_level_init () |
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void | beam_level_close () |
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int | beam_fire (beam_fire_info *fire_info) |
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int | beam_fire_targeting (fighter_beam_fire_info *fire_info) |
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int | beam_get_parent (object *bm) |
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int | beam_get_weapon_info_index (object *bm) |
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int | beam_get_num_collisions (int objnum) |
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int | beam_get_collision (int objnum, int num, int *collision_objnum, mc_info **cinfo) |
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void | beam_pause_sounds () |
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void | beam_unpause_sounds () |
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void | beam_get_global_turret_gun_info (object *objp, ship_subsys *ssp, vec3d *gpos, vec3d *gvec, int use_angles, vec3d *targetp, bool fighter_beam) |
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void | beam_move_all_pre () |
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void | beam_move_all_post () |
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void | beam_render (beam *b, float u_offset) |
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void | beam_render_all () |
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void | beam_add_light_small (beam *bm, object *objp, vec3d *pt_override=NULL) |
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void | beam_add_light_large (beam *bm, object *objp, vec3d *pt0, vec3d *pt1) |
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int | beam_collide_ship (obj_pair *pair) |
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int | beam_collide_asteroid (obj_pair *pair) |
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int | beam_collide_missile (obj_pair *pair) |
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int | beam_collide_debris (obj_pair *pair) |
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int | beam_collide_early_out (object *a, object *b) |
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bool | beam_sort_collisions_func (const beam_collision &b1, const beam_collision &b2) |
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| DCF (beam_list,"Lists all beams") |
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