44 object *pdebris = pair->
a;
45 object *weapon_obj = pair->
b;
63 if(!weapon_override && !debris_override)
70 if(!(debris_override && !weapon_override))
74 if((debris_override && !weapon_override) || (!debris_override && !weapon_override))
99 object *pasteroid = pair->
a;
100 object *weapon_obj = pair->
b;
118 if(!weapon_override && !asteroid_override)
125 if(!(asteroid_override && !weapon_override))
129 if((asteroid_override && !weapon_override) || (!asteroid_override && !weapon_override))
weapon Weapons[MAX_WEAPONS]
weapon_info Weapon_info[MAX_WEAPON_TYPES]
int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos, collision_info_struct *asteroid_hit_info)
vec3d ship_collision_cm_pos
script_state Script_system("FS2_Open Scripting")
void debris_hit(object *debris_obj, object *other_obj, vec3d *hitpos, float damage)
#define CHA_COLLIDEDEBRIS
void weapon_hit(object *weapon_obj, object *other_obj, vec3d *hitpos, int quadrant=-1)
int weapon_will_never_hit(object *obj_weapon, object *other, obj_pair *current_pair)
int collide_debris_weapon(obj_pair *pair)
#define CHA_COLLIDEASTEROID
#define CHA_COLLIDEWEAPON
vec3d shield_hit_tri_point
int RunCondition(int condition, char format='\0', void *data=NULL, class object *objp=NULL, int more_data=0)
void SetHookObjects(int num,...)
int collide_asteroid_weapon(obj_pair *pair)
int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, collision_info_struct *debris_hit_info)
void RemHookVars(unsigned int num,...)
struct ship_weapon_debris_struct ship_weapon_debris_struct
int fvi_segment_sphere(vec3d *intp, const vec3d *p0, const vec3d *p1, const vec3d *sphere_pos, float sphere_rad)
void asteroid_hit(object *pasteroid_obj, object *other_obj, vec3d *hitpos, float damage)
bool IsConditionOverride(int action, object *objp=NULL)