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void | fs2netd_add_table_validation (const char *tblname) |
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void | render_path_points (object *objp) |
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engine_wash_info * | get_engine_wash_pointer (char *engine_wash_name) |
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void | ship_reset_disabled_physics (object *objp, int ship_class) |
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int | ship_info_lookup_sub (const char *token) |
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int | ship_get_subobj_model_num (ship_info *sip, char *subobj_name) |
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void | ship_obj_list_reset_slot (int index) |
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int | ship_in_my_squadron (ship *shipp) |
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void | ship_obj_list_init () |
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int | ship_obj_list_add (int objnum) |
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void | ship_obj_list_remove (int index) |
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void | ship_obj_list_rebuild () |
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ship_obj * | get_ship_obj_ptr_from_index (int index) |
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int | ship_get_num_ships () |
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void | engine_wash_info_init (engine_wash_info *ewi) |
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void | parse_engine_wash (bool replace) |
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int | warptype_match (char *p) |
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int | lightningtype_match (char *p) |
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int | parse_ship (const char *filename, bool replace) |
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int | parse_ship_template () |
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void | parse_ship_sound (char *name, GameSoundsIndex id, ship_info *sip) |
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void | parse_ship_sounds (ship_info *sip) |
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void | parse_ship_particle_effect (ship_info *sip, particle_effect *pe, char *id_string) |
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void | parse_allowed_weapons (ship_info *sip, const bool is_primary, const bool is_dogfight, const bool first_time) |
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void | parse_weapon_bank (ship_info *sip, bool is_primary, int *num_banks, int *bank_default_weapons, int *bank_capacities) |
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int | parse_and_add_briefing_icon_info () |
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int | parse_ship_values (ship_info *sip, const bool is_template, const bool first_time, const bool replace) |
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void | parse_ship_type () |
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void | parse_shiptype_tbl (const char *filename) |
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int | get_default_player_ship_index () |
| Returns the index of the default player ship. More...
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void | ship_set_default_player_ship () |
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void | parse_shiptbl (const char *filename) |
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void | ship_parse_post_cleanup () |
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void | ship_init () |
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void | ship_level_init () |
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void | ship_add_exited_ship (ship *sp, int reason) |
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int | ship_find_exited_ship_by_name (char *name) |
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int | ship_find_exited_ship_by_signature (int signature) |
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void | physics_ship_init (object *objp) |
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int | ship_get_type (char *output, ship_info *sip) |
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int | ship_get_default_orders_accepted (ship_info *sip) |
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vec3d | get_submodel_offset (int model, int submodel) |
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void | ship_set_warp_effects (object *objp, ship_info *sip) |
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void | ship_set (int ship_index, int objnum, int ship_type) |
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void | ship_recalc_subsys_strength (ship *shipp) |
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void | ship_copy_subsystem_fixup (ship_info *sip) |
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int | subsys_set (int objnum, int ignore_subsys_info) |
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void | compute_slew_matrix (matrix *orient, angles *a) |
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void | render_dock_bays (object *objp) |
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void | ship_find_warping_ship_helper (object *objp, dock_function_info *infop) |
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void | batch_render_man_thrusters () |
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man_thruster_renderer * | man_thruster_get_slot (int bmap_frame) |
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void | ship_render_DEPRECATED (object *obj) |
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void | ship_render_cockpit (object *objp) |
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void | ship_render_show_ship_cockpit (object *objp) |
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void | ship_init_cockpit_displays (ship *shipp) |
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void | ship_clear_cockpit_displays () |
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void | ship_add_cockpit_display (cockpit_display_info *display, int cockpit_model_num) |
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void | ship_set_hud_cockpit_targets () |
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int | ship_start_render_cockpit_display (int cockpit_display_num) |
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void | ship_end_render_cockpit_display (int cockpit_display_num) |
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void | ship_subsystems_delete (ship *shipp) |
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void | ship_delete (object *obj) |
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void | ship_wing_cleanup (int shipnum, wing *wingp) |
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void | ship_actually_depart_helper (object *objp, dock_function_info *infop) |
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void | ship_actually_depart (int shipnum, int method) |
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void | ship_destroy_instantly (object *ship_objp, int shipnum) |
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void | ship_cleanup (int shipnum, int cleanup_mode) |
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int | ship_explode_area_calc_damage (vec3d *pos1, vec3d *pos2, float inner_rad, float outer_rad, float max_damage, float max_blast, float *damage, float *blast) |
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void | ship_blow_up_area_apply_blast (object *exp_objp) |
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void | do_dying_undock_physics (object *dying_objp, ship *dying_shipp) |
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void | ship_dying_frame (object *objp, int ship_num) |
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void | ship_chase_shield_energy_targets (ship *shipp, object *obj, float frametime) |
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int | thruster_glow_anim_load (generic_anim *ga) |
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void | ship_init_thrusters () |
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void | ship_do_thruster_frame (ship *shipp, object *objp, float frametime) |
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void | ship_do_weapon_thruster_frame (weapon *weaponp, object *objp, float frametime) |
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void | ship_auto_repair_frame (int shipnum, float frametime) |
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void | ship_check_player_distance_sub (player *p, int multi_target=-1) |
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void | ship_check_player_distance () |
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void | observer_process_post (object *objp) |
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void | ship_subsys_disrupted_check (ship *sp) |
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void | ship_subsys_disrupted_maybe_check (ship *shipp) |
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int | ship_subsys_disrupted (ship_subsys *ss) |
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void | ship_subsys_set_disrupted (ship_subsys *ss, int time) |
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int | ship_subsys_disrupted (ship *sp, int type) |
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void | lethality_decay (ai_info *aip) |
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void | ship_process_pre (object *objp, float frametime) |
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void | ship_radar_process (object *obj, ship *shipp, ship_info *sip) |
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void | ship_process_post (object *obj, float frametime) |
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void | ship_set_default_weapons (ship *shipp, ship_info *sip) |
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int | ship_check_collision_fast (object *obj, object *other_obj, vec3d *hitpos) |
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void | ship_make_create_time_unique (ship *shipp) |
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void | show_ship_subsys_count () |
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void | ship_init_afterburners (ship *shipp) |
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int | ship_create (matrix *orient, vec3d *pos, int ship_type, char *ship_name) |
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void | ship_model_change (int n, int ship_type) |
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void | change_ship_type (int n, int ship_type, int by_sexp) |
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int | ship_fire_primary_debug (object *objp) |
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int | ship_launch_countermeasure (object *objp, int rand_val) |
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void | ship_maybe_play_primary_fail_sound () |
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int | ship_maybe_play_secondary_fail_sound (weapon_info *wip) |
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int | ship_weapon_maybe_fail (ship *sp) |
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| DCF (t_rad,"Sets weapon tracer radius") |
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| DCF (t_len,"Sets weapon tracer length") |
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| DCF (t_vel,"Sets weapon tracer velocity") |
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void | ship_fire_tracer (int weapon_objnum) |
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int | ship_stop_fire_primary_bank (object *obj, int bank_to_stop) |
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int | ship_stop_fire_primary (object *obj) |
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float | ship_get_subsystem_strength (ship *shipp, int type) |
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int | ship_fire_primary (object *obj, int stream_weapons, int force) |
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void | ship_start_targeting_laser (ship *shipp) |
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void | ship_stop_targeting_laser (ship *shipp) |
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void | ship_process_targeting_lasers () |
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int | maybe_detonate_weapon (ship_weapon *swp, object *src) |
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int | ship_fire_secondary_detonate (object *obj, ship_weapon *swp) |
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int | ship_select_next_valid_secondary_bank (ship_weapon *swp) |
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void | ai_maybe_announce_shockwave_weapon (object *firing_objp, int weapon_index) |
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int | ship_fire_secondary (object *obj, int allow_swarm) |
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int | primary_out_of_ammo (ship_weapon *swp, int bank) |
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int | ship_select_next_primary (object *objp, int direction) |
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int | ship_select_next_secondary (object *objp) |
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int | get_available_primary_weapons (object *objp, int *outlist, int *outbanklist) |
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int | get_available_secondary_weapons (object *objp, int *outlist, int *outbanklist) |
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void | wing_bash_ship_name (char *ship_name, const char *wing_name, int index) |
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int | wing_name_lookup (const char *name, int ignore_count) |
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int | wing_lookup (const char *name) |
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int | ship_template_lookup (const char *token) |
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int | ship_info_lookup (const char *token) |
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int | ship_name_lookup (const char *name, int inc_players) |
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int | ship_type_name_lookup (const char *name) |
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int | ship_query_state (char *name) |
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int | get_subsystem_pos (vec3d *pos, object *objp, ship_subsys *subsysp) |
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void | ship_model_start (object *objp) |
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void | ship_model_stop (object *objp) |
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void | ship_model_update_instance (object *objp) |
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int | ship_find_num_crewpoints (object *objp) |
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int | ship_find_num_turrets (object *objp) |
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void | ship_set_eye (object *obj, int eye_index) |
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void | ship_get_eye (vec3d *eye_pos, matrix *eye_orient, object *obj, bool do_slew, bool from_origin) |
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ship_subsys * | ship_get_best_subsys_to_attack (ship *sp, int subsys_type, vec3d *attacker_pos) |
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ship_subsys * | ship_get_indexed_subsys (ship *sp, int index, vec3d *attacker_pos) |
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int | ship_get_index_from_subsys (ship_subsys *ssp, int objnum, int error_bypass) |
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int | ship_get_subsys_index (ship *sp, char *ss_name, int error_bypass) |
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void | ship_set_subsystem_strength (ship *shipp, int type, float strength) |
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float | ship_calculate_rearm_duration (object *objp) |
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int | ship_do_rearm_frame (object *objp, float frametime) |
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int | ship_find_repair_ship (object *requester_obj, object **ship_we_found) |
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void | ship_close () |
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void | ship_assign_sound (ship *sp) |
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void | ship_assign_sound_all () |
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| DCF (set_shield,"Change player ship shield strength") |
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| DCF (set_hull,"Change player ship hull strength") |
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| DCF (set_subsys,"Set the strength of a particular subsystem on player ship") |
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void | ship_clear_ship_type_counts () |
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void | ship_add_ship_type_count (int ship_info_index, int num) |
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void | ship_add_ship_type_kill_count (int ship_info_index) |
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int | ship_query_general_type (int ship) |
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int | ship_query_general_type (ship *shipp) |
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int | ship_class_query_general_type (int ship_class) |
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int | ship_docking_valid (int docker, int dockee) |
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int | ship_get_random_player_wing_ship (int flags, float max_dist, int persona_index, int get_first, int multi_team) |
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int | ship_get_random_ship_in_wing (int wingnum, int flags, float max_dist, int get_first) |
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int | ship_get_random_team_ship (int team_mask, int flags, float max_dist) |
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int | ship_secondary_bank_has_ammo (int shipnum) |
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int | ship_primary_bank_has_ammo (int shipnum) |
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int | ship_engine_ok_to_warp (ship *sp) |
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int | ship_navigation_ok_to_warp (ship *sp) |
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int | ship_return_subsys_path_normal (ship *shipp, ship_subsys *ss, vec3d *gsubpos, vec3d *norm) |
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int | ship_subsystem_in_sight (object *objp, ship_subsys *subsys, vec3d *eye_pos, vec3d *subsys_pos, int do_facing_check, float *dot_out, vec3d *vec_out) |
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ship_subsys * | ship_return_next_subsys (ship *shipp, int type, vec3d *attacker_pos) |
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ship_subsys * | ship_get_closest_subsys_in_sight (ship *sp, int subsys_type, vec3d *attacker_pos) |
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char * | ship_subsys_get_name (ship_subsys *ss) |
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bool | ship_subsys_has_instance_name (ship_subsys *ss) |
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void | ship_subsys_set_name (ship_subsys *ss, char *n_name) |
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float | ship_quadrant_shield_strength (object *hit_objp, vec3d *hitpos) |
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int | ship_dumbfire_threat (ship *sp) |
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int | ship_has_homing_missile_locked (ship *shipp) |
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int | ship_is_getting_locked (ship *shipp) |
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int | ship_lock_threat (ship *sp) |
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int | bitmask_2_bitnum (int num) |
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char * | ship_return_orders (char *outbuf, ship *sp) |
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char * | ship_return_time_to_goal (char *outbuf, ship *sp) |
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void | ship_maybe_warn_player (ship *enemy_sp, float dist) |
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void | ship_maybe_praise_player (ship *deader_sp) |
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void | ship_maybe_praise_self (ship *deader_sp, ship *killer_sp) |
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void | awacs_maybe_ask_for_help (ship *sp, int multi_team_filter) |
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void | ship_maybe_ask_for_help (ship *sp) |
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void | ship_maybe_lament () |
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void | ship_scream (ship *sp) |
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void | ship_maybe_scream (ship *sp) |
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void | ship_maybe_tell_about_low_ammo (ship *sp) |
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void | ship_maybe_tell_about_rearm (ship *sp) |
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void | ship_primary_changed (ship *sp) |
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void | ship_secondary_changed (ship *sp) |
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int | ship_get_SIF (ship *shipp) |
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int | ship_get_SIF (int sh) |
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int | ship_get_by_signature (int signature) |
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ship_type_info * | ship_get_type_info (object *objp) |
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void | ship_do_cargo_revealed (ship *shipp, int from_network) |
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void | ship_do_cap_subsys_cargo_revealed (ship *shipp, ship_subsys *subsys, int from_network) |
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void | ship_do_cargo_hidden (ship *shipp, int from_network) |
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void | ship_do_cap_subsys_cargo_hidden (ship *shipp, ship_subsys *subsys, int from_network) |
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float | ship_get_secondary_weapon_range (ship *shipp) |
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int | get_max_ammo_count_for_primary_bank (int ship_class, int bank, int ammo_type) |
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int | get_max_ammo_count_for_bank (int ship_class, int bank, int ammo_type) |
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int | get_max_ammo_count_for_turret_bank (ship_weapon *swp, int bank, int ammo_type) |
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void | ship_page_in () |
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void | ship_page_in_textures (int ship_index) |
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void | ship_page_out_textures (int ship_index, bool release) |
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int | is_support_allowed (object *objp, bool do_simple_check) |
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int | ship_get_random_targetable_ship () |
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void | object_jettison_cargo (object *objp, object *cargo_objp) |
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float | ship_get_exp_damage (object *objp) |
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int | ship_get_exp_propagates (ship *sp) |
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float | ship_get_exp_outer_rad (object *ship_objp) |
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int | valid_cap_subsys_cargo_list (char *subsys) |
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int | ship_get_turret_type (ship_subsys *subsys) |
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ship_subsys * | ship_get_subsys (ship *shipp, char *subsys_name) |
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int | ship_get_num_subsys (ship *shipp) |
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int | wing_has_conflicting_teams (int wing_index) |
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int | ship_get_reinforcement_team (int r_index) |
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int | ship_get_texture (int bitmap) |
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| DCF (art,"Sets artillery disance") |
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void | ship_update_artillery_lock () |
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int | check_world_pt_in_expanded_ship_bbox (vec3d *world_pt, object *objp, float delta_box) |
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int | ship_is_tagged (object *objp) |
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float | ship_get_max_speed (ship *shipp) |
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float | ship_get_warpout_speed (object *objp) |
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int | ship_is_beginning_warpout_speedup (object *objp) |
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float | ship_class_get_length (ship_info *sip) |
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void | ship_set_new_ai_class (int ship_num, int new_ai_class) |
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void | ship_subsystem_set_new_ai_class (int ship_num, char *subsystem, int new_ai_class) |
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void | wing_load_squad_bitmap (wing *w) |
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bool | ship_has_dock_bay (int shipnum) |
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bool | ship_useful_for_departure (int shipnum, int path_mask) |
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int | ship_get_ship_for_departure (int team) |
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bool | ship_fighterbays_all_destroyed (ship *shipp) |
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bool | ship_subsys_is_fighterbay (ship_subsys *ss) |
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bool | ship_subsys_takes_damage (ship_subsys *ss) |
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void | ship_do_submodel_rotation (ship *shipp, model_subsystem *psub, ship_subsys *pss) |
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int | ship_has_energy_weapons (ship *shipp) |
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int | ship_has_engine_power (ship *shipp) |
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int | ship_starting_wing_lookup (const char *wing_name) |
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int | ship_squadron_wing_lookup (const char *wing_name) |
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int | ship_tvt_wing_lookup (const char *wing_name) |
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int | ship_class_get_priority (int ship_class) |
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int | ship_class_compare (int ship_class_1, int ship_class_2) |
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int | damage_type_get_idx (char *name) |
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int | damage_type_add (char *name) |
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int | piercing_type_get (char *str) |
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int | difficulty_scale_type_get (char *str) |
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int | armor_type_constants_get (char *str) |
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int | calculation_type_get (char *str) |
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int | armor_type_get_idx (char *name) |
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void | parse_armor_type () |
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void | armor_parse_table (const char *filename) |
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void | armor_init () |
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void | parse_ai_target_priorities () |
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ai_target_priority | init_ai_target_priorities () |
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void | parse_weapon_targeting_priorities () |
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void | init_path_metadata (path_metadata &metadata) |
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int | ship_get_sound (object *objp, GameSoundsIndex id) |
| Returns a ship-specific sound index. More...
|
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bool | ship_has_sound (object *objp, GameSoundsIndex id) |
| Specifies if a ship has a custom sound for the specified id. More...
|
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int | get_nearest_bbox_point (object *ship_objp, vec3d *start, vec3d *box_pt) |
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void | ship_set_thruster_info (mst_info *mst, object *obj, ship *shipp, ship_info *sip) |
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void | ship_render_batch_thrusters (object *obj) |
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void | ship_render_weapon_models (model_render_params *ship_render_info, draw_list *scene, object *obj, int render_flags) |
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int | ship_render_get_insignia (object *obj, ship *shipp) |
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void | ship_render_set_animated_effect (model_render_params *render_info, ship *shipp, uint *render_flags) |
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void | ship_render (object *obj, draw_list *scene) |
|