29 #define AWACS_STAMP_TIME                        1000 
  173         vec3d dist_vec, subsys_pos;
 
  174         float closest = 0.0f;
 
  176         int closest_index = -1;
 
  177         int idx, stealth_ship = 0, check_huge_ship = 0, friendly_stealth_invisible = 0;
 
  188 #define ALWAYS_TARGETABLE               1.5f 
  189 #define MARGINALLY_TARGETABLE   0.5f 
  190 #define UNTARGETABLE                    -1.0f 
  191 #define FULLY_TARGETABLE                (viewer_has_primitive_sensors ? ((distance < viewer->primitive_sensor_range) ? MARGINALLY_TARGETABLE : UNTARGETABLE) : ALWAYS_TARGETABLE) 
  222                 if ( !(stealth_ship && friendly_stealth_invisible) )
 
  236         if ((stealth_ship || nebula_enabled) && use_awacs)
 
  241                         if (Awacs[idx].
team != viewer->
team)
 
  270                                 if (test > Awacs[idx].subsys->awacs_radius)
 
  273                                 if ((closest_index == -1) || (test < closest))
 
  287                 if (closest_index >= 0)
 
  310                 if (closest_index >= 0)
 
  336                         if (test < (0.5
f * scan_nebula_range))
 
  338                         else if (test < scan_nebula_range)
 
  358         memset(team_count, 0, 
MAX_IFFS * 
sizeof(
int));
 
  370                 shipp = &
Ships[ship_num];
 
  385                 team_ships[shipp->
team][team_count[shipp->
team]] = ship_num;
 
  386                 team_count[shipp->
team]++;
 
  389         int idx, en_idx, cur_count, en_count;
 
  390         int *cur_team_ships, *en_team_ships;
 
  393         for (
int cur_team = 0; cur_team < 
MAX_IFFS; cur_team++)
 
  396                 cur_count = team_count[cur_team];
 
  397                 cur_team_ships = team_ships[cur_team];
 
  405                 for (
int en_team = 0; en_team < 
MAX_IFFS; en_team++)
 
  412                         en_count = team_count[en_team];
 
  413                         en_team_ships = team_ships[en_team];
 
  416                         for (en_idx = 0; en_idx < en_count; en_idx++)
 
  419                                 for (idx = 0; idx < cur_count; idx++)
 
int timestamp(int delta_ms)
 
#define MY_NET_PLAYER_NUM
 
model_subsystem * system_info
 
float vm_vec_mag_quick(const vec3d *v)
 
#define MISSION_FLAG_FULLNEB
 
ubyte Ship_visibility_by_team[MAX_IFFS][MAX_SHIPS]
 
#define SF2_FRIENDLY_STEALTH_INVIS
 
#define END_OF_LIST(head)
 
float Awacs_team[MAX_IFFS]
 
awacs_entry Awacs[MAX_AWACS]
 
typedef int(SCP_EXT_CALLCONV *SCPDLL_PFVERSION)(SCPDLL_Version *)
 
void awacs_update_all_levels()
 
#define MARGINALLY_TARGETABLE
 
#define SF_HIDDEN_FROM_SENSORS
 
#define MULTI_OBSERVER(np)
 
struct awacs_entry awacs_entry
 
void team_visibility_update()
 
int get_subsystem_pos(vec3d *pos, object *objp, ship_subsys *subsysp)
 
object Objects[MAX_OBJECTS]
 
#define ALWAYS_TARGETABLE
 
int Hud_max_targeting_range
 
float awacs_get_level(object *target, ship *viewer, int use_awacs)
 
void vm_vec_sub(vec3d *dest, const vec3d *src0, const vec3d *src1)
 
float vm_vec_dist_quick(const vec3d *v0, const vec3d *v1)
 
SCP_vector< ship_info > Ship_info
 
#define timestamp_elapsed(stamp)
 
SCP_vector< species_info > Species_info
 
int ship_is_visible_by_team(object *target, ship *viewer)
 
#define SF2_PRIMITIVE_SENSORS
 
int check_world_pt_in_expanded_ship_bbox(vec3d *world_pt, object *objp, float delta_box)
 
net_player Net_players[MAX_PLAYERS]