weapon Weapons[MAX_WEAPONS]
void vm_vec_scale_add(vec3d *dest, const vec3d *src1, const vec3d *src2, float k)
weapon_info Weapon_info[MAX_WEAPON_TYPES]
SCP_vector< game_snd > Snds
int Cmeasures_homing_check
float side_slip_time_const
void cmeasure_select_next(ship *shipp)
struct vec3d::@225::@227 xyz
void static_randvec(int num, vec3d *vp)
[To be described]
void vm_vec_scale_add2(vec3d *dest, const vec3d *src, float k)
struct matrix::@228::@230 vec
void cmeasure_set_ship_launch_vel(object *objp, object *parent_objp, int arand)
int ship_get_sound(object *objp, GameSoundsIndex id)
Returns a ship-specific sound index.
int snd_play(game_snd *gs, float pan, float vol_scale, int priority, bool is_voice_msg)
object Objects[MAX_OBJECTS]
int Countermeasures_enabled
const char * XSTR(const char *str, int index)
void vm_vec_copy_scale(vec3d *dest, const vec3d *src, float s)
void send_countermeasure_success_packet(int objnum)
void cmeasure_maybe_alert_success(object *objp)
If this is a player countermeasure, let the player know they evaded a missile.
void hud_start_text_flash(char *txt, int t, int interval)
const float CMEASURE_DETONATE_DISTANCE