57 if(det_range != 0.0
f && final_range > det_range)
65 final_range += random_range;
73 if (final_range < 10.0
f) {
88 vec3d rand_twist_pre, rand_twist_post;
102 if(rand_dist <= 0.0
f){
113 vm_vec_add(dir, &final_aim, &rand_twist_post);
weapon Weapons[MAX_WEAPONS]
float frand_range(float min, float max)
Return a floating point number in the range min..max.
weapon_info Weapon_info[MAX_WEAPON_TYPES]
float vm_vec_mag(const vec3d *v)
void mflash_create(vec3d *gun_pos, vec3d *gun_dir, physics_info *pip, int mflash_type, object *local)
float flak_get_range(object *objp)
matrix * vm_vector_2_matrix(matrix *m, const vec3d *fvec, const vec3d *uvec, const vec3d *rvec)
void flak_muzzle_flash(vec3d *pos, vec3d *dir, physics_info *pip, int turret_weapon_class)
struct matrix::@228::@230 vec
void vm_vec_scale(vec3d *dest, float s)
void vm_rot_point_around_line(vec3d *out, const vec3d *in, float angle, const vec3d *line_point, const vec3d *line_dir)
void flak_set_range(object *objp, float range)
void vm_vec_copy_scale(vec3d *dest, const vec3d *src, float s)
void vm_vec_sub(vec3d *dest, const vec3d *src0, const vec3d *src1)
float flak_detonation_accuracy
void flak_pick_range(object *objp, vec3d *firing_pos, vec3d *predicted_target_pos, float weapon_subsys_strength)
float flak_targeting_accuracy
void vm_vec_add(vec3d *dest, const vec3d *src0, const vec3d *src1)
float vm_vec_normalize(vec3d *v)
void flak_jitter_aim(vec3d *dir, float dist_to_target, float weapon_subsys_strength, weapon_info *wip)