46 #define MAX_TURRET_DISRUPT_TIME                         7500 
   49 #define EMP_ACTIVE_LOCAL()                      (Emp_intensity > 0.0f) 
   52 #define EMP_WACKY_TEXT_LEN                                      256 
   60 #define NUM_RANDOM_CHARS                51 
   62                                                                         { 
'a', 
'b', 
'c', 
'd', 
'e', 
'f', 
'g', 
'4', 
'h', 
'8', 
'_', 
'$', 
')', 
'-', 
'~', 
'u', 
'q', 
 
   63                                                                           '.', 
'x', 
'h', 
'&', 
'%', 
'*', 
'1', 
'3', 
't', 
'h', 
'o', 
'p', 
'@', 
'h', 
'i',
'v', 
'+', 
'=',
 
   64                                                                           '|', 
'{', 
'}', 
':', 
';', 
'^', 
'l', 
'z', 
'u', 
'v', 
'<', 
'>', 
'?', 
'5', 
'8' };
 
  103 void emp_apply(
vec3d *
pos, 
float inner_radius, 
float outer_radius, 
float emp_intensity, 
float emp_time, 
bool use_emp_time_for_capship_turrets)
 
  105         float actual_intensity, actual_time;
 
  139                         if(dist_mag <= (outer_radius * 0.25
f)){
 
  142                                 mprintf((
"EMP killing weapon\n"));
 
  173                         if(moveup->
next != NULL){
 
  174                                 moveup = moveup->
next;
 
  188                                         if(dist_mag > outer_radius){                    
 
  190                                                 moveup = moveup->
next;
 
  196                                         if(dist_mag >= inner_radius){
 
  197                                                 scale_factor = 1.0f - (dist_mag / outer_radius);
 
  202                                         if (scale_factor < 0.0
f) {
 
  203                                                 moveup = moveup->
next;
 
  214                                 moveup = moveup->
next;
 
  224                         if(dist_mag > outer_radius){                    
 
  230                         if(dist_mag >= inner_radius){
 
  231                                 scale_factor = 1.0f - (dist_mag / outer_radius);        
 
  236                         if (scale_factor < 0.0
f) {
 
  241                         actual_intensity = emp_intensity * scale_factor;
 
  242                         actual_time = emp_time * scale_factor;                  
 
  243                         mprintf((
"EMP effect s : %f, i : %f, t : %f\n", scale_factor, actual_intensity, actual_time));
 
  268         float start_intensity;
 
  280                 intensity = EMP_INTENSITY_MAX - 1.0f;
 
  378         float start_intensity;
 
  385                 intensity = EMP_INTENSITY_MAX - 1.0f;
 
  405                 memset(Emp_wacky_text[idx].str, 0, 256);
 
  498         va_start(args, format);
 
  499         vsnprintf(tmp, 
sizeof(tmp)-1, format, args);
 
  501         tmp[
sizeof(tmp)-1] = 
'\0';
 
  539         wt = &Emp_wacky_text[gauge_id];
 
  594                 strcpy(text, wt->
str);
 
  598                 strcpy(text, wt->
str);
 
  612         for(idx=0; idx<(
int)(strlen(str)-1); idx++){
 
  639 DCF(zap, 
"zap a ship with an EMP effect")
 
GLenum GLsizei GLenum format
 
void game_flash(float r, float g, float b)
 
int timestamp(int delta_ms)
 
#define MULTIPLAYER_CLIENT
 
model_subsystem * system_info
 
weapon Weapons[MAX_WEAPONS]
 
void ai_attack_object(object *attacker, object *attacked, ship_subsys *ssp)
 
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)
 
#define EMP_ACTIVE_LOCAL()
 
__inline void gr_string(int x, int y, const char *string, int resize_mode=GR_RESIZE_FULL)
 
void ship_subsys_set_disrupted(ship_subsys *ss, int time)
 
ai_info Ai_info[MAX_AI_INFO]
 
#define END_OF_LIST(head)
 
int Emp_wacky_target_timestamp
 
std::basic_string< char, std::char_traits< char >, std::allocator< char > > SCP_string
 
void emp_randomize_chars(char *str)
 
int iff_get_attackee_mask(int attacker_team)
 
DCF(zap,"zap a ship with an EMP effect")
 
void send_emp_effect(ushort net_sig, float intensity, float time)
 
int object_is_docked(object *objp)
 
typedef int(SCP_EXT_CALLCONV *SCPDLL_PFVERSION)(SCPDLL_Version *)
 
void vm_vec_add2(vec3d *dest, const vec3d *src)
 
#define MAX_TURRET_DISRUPT_TIME
 
char str[EMP_WACKY_TEXT_LEN]
 
void emp_start_local(float intensity, float time)
 
int emp_should_blit_gauge()
 
void hud_lock_reset(float lock_time_scale)
 
float emp_current_intensity()
 
void emp_hud_jitter(int *x, int *y)
 
void emp_process_ship(ship *shipp)
 
#define EMP_WACKY_TEXT_LEN
 
void emp_apply(vec3d *pos, float inner_radius, float outer_radius, float emp_intensity, float emp_time, bool use_emp_time_for_capship_turrets)
 
vec3d * vm_vec_unrotate(vec3d *dest, const vec3d *src, const matrix *m)
 
GLint GLint GLint GLint GLint x
 
object Objects[MAX_OBJECTS]
 
bool end_string_at_first_hash_symbol(char *src)
 
#define GM_STANDALONE_SERVER
 
void vm_vec_sub(vec3d *dest, const vec3d *src0, const vec3d *src1)
 
void dc_stuff_string_white(char *out_str, size_t maxlen)
Stuffs a whitespace delimited string to out_str from the command line, stopping at the end of the com...
 
char Emp_random_char[NUM_RANDOM_CHARS]
 
int set_target_objnum(ai_info *aip, int objnum)
 
void hud_start_text_flash(char *txt, int t, int interval)
 
void hud_target_random_ship()
 
char subobj_name[MAX_NAME_LEN]
 
int ship_get_random_targetable_ship()
 
wacky_text Emp_wacky_text[NUM_TEXT_STAMPS]
 
#define MULTIPLAYER_MASTER
 
An overhauled/updated debug console to allow monitoring, testing, and general debugging of new featur...
 
SCP_vector< ship_info > Ship_info
 
int nearest_locked_object
 
#define timestamp_elapsed(stamp)
 
void emp_hud_string(int x, int y, int gauge_id, const char *str, int resize_mode)
 
#define EMP_INTENSITY_MAX
 
int ship_name_lookup(const char *name, int inc_players)
 
int ship_get_random_team_ship(int team_mask, int flags, float max_dist)
 
struct wacky_text wacky_text
 
missile_obj Missile_obj_list
 
void emp_maybe_reformat_text(char *text, int max_len, int gauge_id)
 
void emp_start_ship(object *ship_objp, float intensity, float time)
 
char ship_name[NAME_LENGTH]
 
ship_subsys * set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
 
void emp_hud_printf(int x, int y, int gauge_id, const char *format,...)
 
int current_target_is_locked