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FS2_Open
Open source remastering of the Freespace 2 engine
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#include <stdarg.h>#include "debugconsole/console.h"#include "freespace2/freespace.h"#include "globalincs/linklist.h"#include "hud/hud.h"#include "hud/hudlock.h"#include "hud/hudtarget.h"#include "iff_defs/iff_defs.h"#include "io/timer.h"#include "network/multi.h"#include "network/multimsgs.h"#include "object/object.h"#include "parse/parselo.h"#include "ship/ship.h"#include "weapon/emp.h"#include "weapon/weapon.h"Go to the source code of this file.
Classes | |
| struct | wacky_text |
Macros | |
| #define | MAX_TURRET_DISRUPT_TIME 7500 |
| #define | EMP_ACTIVE_LOCAL() (Emp_intensity > 0.0f) |
| #define | EMP_WACKY_TEXT_LEN 256 |
| #define | NUM_RANDOM_CHARS 51 |
Typedefs | |
| typedef struct wacky_text | wacky_text |
Functions | |
| void | emp_maybe_reformat_text (char *text, int max_len, int gauge_id) |
| void | emp_randomize_chars (char *str) |
| void | emp_level_init () |
| void | emp_apply (vec3d *pos, float inner_radius, float outer_radius, float emp_intensity, float emp_time, bool use_emp_time_for_capship_turrets) |
| void | emp_start_ship (object *ship_objp, float intensity, float time) |
| void | emp_process_ship (ship *shipp) |
| void | emp_start_local (float intensity, float time) |
| void | emp_stop_local () |
| int | emp_active_local () |
| void | emp_process_local () |
| int | emp_should_blit_gauge () |
| void | emp_hud_string (int x, int y, int gauge_id, const char *str, int resize_mode) |
| void | emp_hud_printf (int x, int y, int gauge_id, const char *format,...) |
| void | emp_hud_jitter (int *x, int *y) |
| float | emp_current_intensity () |
| DCF (zap,"zap a ship with an EMP effect") | |
Variables | |
| float | Emp_intensity = -1.0f |
| float | Emp_decr = 0.0f |
| int | Emp_wacky_target_timestamp = -1 |
| wacky_text | Emp_wacky_text [NUM_TEXT_STAMPS] |
| char | Emp_random_char [NUM_RANDOM_CHARS] |
| int | mod_val = 7 |
| #define EMP_ACTIVE_LOCAL | ( | ) | (Emp_intensity > 0.0f) |
| typedef struct wacky_text wacky_text |
| char Emp_random_char[NUM_RANDOM_CHARS] |
| wacky_text Emp_wacky_text[NUM_TEXT_STAMPS] |