12 #ifndef __FREESPACE_EMP_MISSILE_HEADER_FILE_
13 #define __FREESPACE_EMP_MISSILE_HEADER_FILE_
22 #define EMP_INTENSITY_MAX (500.0f)
23 #define EMP_TIME_MAX (30.0f)
24 #define EMP_DEFAULT_INTENSITY (300.0f)
25 #define EMP_DEFAULT_TIME (10.0f)
28 #define NUM_TEXT_STAMPS 36
29 #define EG_NULL -1 // meaning, always make the string empty
30 #define EG_WEAPON_TITLE 0 // title bar of the weapon gauge
31 #define EG_WEAPON_P1 1 // first primary weapon slot
32 #define EG_WEAPON_P2 2 // second primary weapon slot
33 #define EG_WEAPON_P3 3 // third primary weapon slot
34 #define EG_WEAPON_S1 4 // first secondary weapon slot
35 #define EG_WEAPON_S2 5 // second secondary weapon slot
36 #define EG_ESCORT1 6 // first item on escort list
37 #define EG_ESCORT2 7 // second item on escort list
38 #define EG_ESCORT3 8 // third item on escort list
39 #define EG_OBJ_TITLE 9 // titlebar of the directives gauge
40 #define EG_OBJ1 10 // line 1 of the directives display
41 #define EG_OBJ2 11 // line 2
42 #define EG_OBJ3 12 // line 3
43 #define EG_OBJ4 13 // line 4
44 #define EG_OBJ5 14 // line 5
45 #define EG_TBOX_EXTRA1 15 // extra target info line 1
46 #define EG_TBOX_EXTRA2 16 // extra target info line 2
47 #define EG_TBOX_EXTRA3 17 // extra target info line 3
48 #define EG_TBOX_CLASS 18 // target class
49 #define EG_TBOX_DIST 20 // target dist
50 #define EG_TBOX_SPEED 21 // target speed
51 #define EG_TBOX_CARGO 22 // target cargo
52 #define EG_TBOX_HULL 23 // target hull
53 #define EG_TBOX_NAME 24 // target name
54 #define EG_TBOX_INTEG 25 // target integrity
55 #define EG_SQ1 26 // squadmsg 1
56 #define EG_SQ2 27 // squadmsg 2
57 #define EG_SQ3 28 // squadmsg 3
58 #define EG_SQ4 29 // squadmsg 4
59 #define EG_SQ5 30 // squadmsg 5
60 #define EG_SQ6 31 // squadmsg 6
61 #define EG_SQ7 32 // squadmsg 7
62 #define EG_SQ8 33 // squadmsg 8
63 #define EG_SQ9 34 // squadmsg 9
64 #define EG_SQ10 35 // squadmsg 10
105 void emp_hud_string(
int x,
int y,
int gauge_id,
const char *str,
int resize_mode);
GLenum GLsizei GLenum format
float emp_current_intensity()
void emp_hud_string(int x, int y, int gauge_id, const char *str, int resize_mode)
int emp_should_blit_gauge()
void emp_hud_jitter(int *x, int *y)
void emp_hud_printf(int x, int y, int gauge_id, const char *format,...)
void emp_process_ship(ship *shipp)
GLint GLint GLint GLint GLint x
void emp_start_local(float intensity, float time)
void emp_apply(vec3d *pos, float inner_radius, float outer_radius, float emp_intensity, float emp_time, bool use_emp_time_for_capship_turrets=false)
void emp_start_ship(object *ship_obj, float intensity, float time)