29 float A_radius, B_radius;
92 if(!a_override && !b_override)
94 float aDamage = wipA->
damage;
98 float bDamage = wipB->
damage;
167 if(!(b_override && !a_override))
172 if((b_override && !a_override) || (!b_override && !a_override))
#define MULTIPLAYER_CLIENT
weapon Weapons[MAX_WEAPONS]
SCP_vector< ArmorType > Armor_types
int collide_weapon_weapon(obj_pair *pair)
weapon_info Weapon_info[MAX_WEAPON_TYPES]
#define WIF_LOCKED_HOMING
#define AIPF2_ASPECT_INVULNERABILITY_FIX
script_state Script_system("FS2_Open Scripting")
struct matrix::@228::@230 vec
ai_profile_t * ai_profile
float delay_bomb_arm_timer[NUM_SKILL_LEVELS]
void scoring_add_damage_to_weapon(object *weapon_obj, object *other_obj, float damage)
#define CHA_COLLIDEWEAPON
int RunCondition(int condition, char format='\0', void *data=NULL, class object *objp=NULL, int more_data=0)
void SetHookObjects(int num,...)
int collide_subdivide(vec3d *p0, vec3d *p1, float prad, vec3d *q0, vec3d *q1, float qrad)
void RemHookVars(unsigned int num,...)
#define WIF2_HARD_TARGET_BOMB
float vm_vec_dot(const vec3d *v0, const vec3d *v1)
void scoring_eval_hit(object *hit_obj, object *other_obj, int from_blast)
#define WF_DESTROYED_BY_WEAPON
bool IsConditionOverride(int action, object *objp=NULL)