21 #define CREATE_SPARKS 1
23 #define MISS_SHIELDS -1
void do_subobj_destroyed_stuff(ship *ship_p, ship_subsys *subsys, vec3d *hitpos, bool no_explosion=false)
void ship_apply_local_damage(object *ship_obj, object *other_obj, vec3d *hitpos, float damage, int quadrant, bool create_spark=true, int submodel_num=-1, vec3d *hit_normal=0)
void ship_apply_whack(vec3d *force, vec3d *hit_pos, object *objp)
void ship_generic_kill_stuff(object *objp, float percent_killed)
void ship_hit_sparks_no_rotate(object *ship_obj, vec3d *hitpos)
void ship_hit_pain(float damage, int quadrant)
int get_max_sparks(object *ship_obj)
void ship_apply_wash_damage(object *ship_obj, object *other_obj, float damage)
void ship_apply_tag(int ship_num, int tag_level, float tag_time, object *target, vec3d *start, int ssm_index, int ssm_team)
void ship_apply_global_damage(object *ship_obj, object *other_obj, vec3d *force_center, float damage)
void ship_hit_kill(object *ship_obj, object *other_obj, float percent_killed, int self_destruct)
void ship_self_destruct(object *objp)