69 static int Player_all_alone_msg_inited=0;       
 
   94         if ((ap->
p == bp->
p) && (ap->
h == bp->
h))
 
  101         delta.
p = ap->
p - bp->
p;
 
  102         delta.
h = ap->
h - bp->
h;
 
  104         ap->
p = ap->
p - delta.
p * (1.0f - sk);
 
  105         ap->
h = ap->
h - delta.
h * (1.0f - sk);
 
  164                 da->
h -= 
f2fl( axis[0] );
 
  165                 da->
p -= 
f2fl( axis[1] );
 
  170         else if (da->
h < -1.0f)
 
  175         else if (da->
p < -1.0f)
 
  195         else if (ma->
p < -max_p)
 
  200         else if (ma->
h < -max_h)
 
  207         vec3d targetpos_rotated;
 
  208         vec3d playerpos_rotated;
 
  209         vec3d forwardvec_rotated;
 
  218                 chase_slew_angles.
p = 0.0f;
 
  219                 chase_slew_angles.
h = 0.0f;
 
  230                 chase_slew_angles.
p = 0.0f;
 
  231                 chase_slew_angles.
h = 0.0f;
 
  240                 target_pos = targetp->
pos;
 
  250         chase_slew_angles.
h = forward_angles.
h - view_angles.
h;
 
  251         chase_slew_angles.
p = -(forward_angles.
p - view_angles.
p);
 
  256         if (chase_slew_angles.
p > 
PI_2)
 
  257                 chase_slew_angles.
p = 
PI_2;
 
  258         else if (chase_slew_angles.
p < -
PI_2)
 
  259                 chase_slew_angles.
p = -
PI_2;
 
  262         if (chase_slew_angles.
h > 
PI2/3)
 
  263                 chase_slew_angles.
h = 
PI2/3;
 
  264         else if (chase_slew_angles.
h < -
PI2/3)
 
  265                 chase_slew_angles.
h = -
PI2/3;
 
  294 DCF(camera_speed, 
"Sets the camera zoom scale")
 
  297                 dc_printf(
"Camera zoom scale is %f\n", camera_zoom_scale);
 
  303         dc_printf(
"Camera zoom scale set to %f\n", camera_zoom_scale);
 
  353         float t1, 
t2, oldspeed;
 
  376                 factor = factor * factor / frame_time / 0.6f;
 
  379                 int x_axis, y_axis, z_axis;
 
  380                 x_axis = y_axis = z_axis = -1;
 
  401                         axis[x_axis] += (
int) ((
float) dx * 
factor);
 
  408                         axis[y_axis] += (
int) ((
float) dy * 
factor);
 
  415                         axis[z_axis] += (
int) ((
float) dz * 
factor);
 
  422         float kh=0.0f, scaled, newspeed, 
delta, oldspeed;
 
  424         static int afterburner_last = 0;
 
  425         static float analog_throttle_last = 9e9f;
 
  426         static int override_analog_throttle = 0; 
 
  428         int ok_to_read_ci_pitch_yaw=1;
 
  429         int centering_speed = 7; 
 
  437                         ok_to_read_ci_pitch_yaw=0;
 
  471         if ( ok_to_read_ci_pitch_yaw ) {
 
  482                         } 
else if (kh > 0.0
f) {
 
  499                 } 
else if (kh > 0.0
f) {
 
  500                         if (ci->
pitch < 0.0f)
 
  504                         if (ci->
pitch > 0.0f)
 
  511         if ( !slew_active ) {
 
  513                 chase_slew_angles.
h = 0.0f;
 
  514                 chase_slew_angles.
p = 0.0f;
 
  531                         override_analog_throttle = 1;
 
  545                         override_analog_throttle = 1;
 
  570                         override_analog_throttle = 1;
 
  581                         override_analog_throttle = 1;
 
  595                                 float tspeed, pmax_speed;
 
  615                                         tspeed = tspeed * (0.5f + dist/200.0f);
 
  621                                         if (pmax_speed > 0.0
f) {
 
  626                                         override_analog_throttle = 1;
 
  638                         axis[0] = axis[1] = axis[2] = axis[3] = axis[4] = 0;
 
  645                                 if ( (delta > 0.05
f) || (delta < -0.05
f) ) {
 
  667                         newspeed = (1.0f - scaled) * 100.0
f;
 
  669                         delta = analog_throttle_last - newspeed;
 
  670                         if (!override_analog_throttle || (delta < -1.5
f) || (delta > 1.5f)) {
 
  672                                 analog_throttle_last = newspeed;
 
  673                                 override_analog_throttle = 0;
 
  720                         if (!afterburner_last) {
 
  729                         afterburner_last = 1;
 
  732                         if (afterburner_last)
 
  735                         afterburner_last = 0;
 
  781                                         override_analog_throttle = 1;
 
  825         if (src_ci == NULL) {
 
  826                 dest_ci->
pitch = 0.0f;
 
  830                 dest_ci->
bank = 0.0f;
 
  850         int can_warp = 0, warp_failed = 0;
 
  851         float target_warpout_speed;
 
  943                                                 if(target_warpout_speed != 0.0
f) {
 
  981         static int initted = 0;
 
  990         Viewer_slew_angles_delta.
p = 0.0f;
 
  991         Viewer_slew_angles_delta.
b = 0.0f;
 
  992         Viewer_slew_angles_delta.
h = 0.0f;
 
 1024                 if ( no_target_text ) {
 
 1025                         if ( no_target_text[0] ) {
 
 1042                 if ( match_off_text ) {
 
 1043                         if ( match_off_text[0] ) {
 
 1067                         if ( match_on_text ) {
 
 1068                                 if ( match_on_text[0] ) {
 
 1086         if ( use_descent ) {
 
 1276         Player_all_alone_msg_inited=0;
 
 1376                 if ( ship_index >= 0 ) {
 
 1433                 scan_subsys = !scan_subsys;
 
 1457                         if ( cargo_name[0] == 
'#' ) {
 
 1458                                 sprintf(outstr, 
XSTR(
"passengers: %s", 83), cargo_name+1 );
 
 1460                                 sprintf(outstr,
XSTR(
"cargo: %s", 84), cargo_name );
 
 1463                         strcpy(outstr, 
XSTR( 
"Scanned", 85) );
 
 1481                                 strcpy(outstr,
XSTR( 
"cargo: <unknown>", 86));
 
 1483                                 strcpy(outstr,
XSTR( 
"not scanned", 87));
 
 1495                         strcpy(outstr,
XSTR( 
"cargo: inspecting", 88));
 
 1497                         strcpy(outstr,
XSTR( 
"scanning", 89));
 
 1506                         strcpy(outstr,
XSTR( 
"cargo: <unknown>", 86));
 
 1508                         strcpy(outstr,
XSTR( 
"not scanned", 87));
 
 1529         if ( subsys == NULL ) {
 
 1554                         if ( cargo_name[0] == 
'#' ) {
 
 1555                                 sprintf(outstr, 
XSTR(
"passengers: %s", 83), cargo_name+1 );
 
 1557                                 sprintf(outstr,
XSTR(
"cargo: %s", 84), cargo_name );
 
 1560                         strcpy(outstr, 
XSTR( 
"Scanned", 85) );
 
 1573         int             subsys_in_view, 
x, 
y;
 
 1596                                 strcpy(outstr,
XSTR( 
"cargo: <unknown>", 86));
 
 1598                                 strcpy(outstr,
XSTR( 
"not scanned", 87));
 
 1610                         strcpy(outstr,
XSTR( 
"cargo: inspecting", 88));
 
 1612                         strcpy(outstr,
XSTR( 
"scanning", 89));
 
 1621                         strcpy(outstr,
XSTR( 
"cargo: <unknown>", 86));
 
 1623                         strcpy(outstr,
XSTR( 
"not scanned", 87));
 
 1636         float prange,srange;
 
 1641         return MAX(prange,srange);
 
 1653         if ( weapon_info_index < 0 ) {
 
 1665                         strcpy(weapon_name, 
XSTR( 
"missile", 90));
 
 1667                         strcpy(weapon_name, 
XSTR( 
"laser fire", 91));
 
 1732                         sprintf(msg, 
XSTR( 
"%s was killed by a collision with an asteroid", 98), player_p->
callsign);
 
 1739                                 sprintf(msg, 
XSTR( 
"%s was killed by a beam from an unknown source", 1081), player_p->
callsign);
 
 1778                                 msg = 
XSTR(
"You have killed yourself with a shockwave from your own weapon", 1421);
 
 1782                                 msg = 
XSTR(
"You have killed yourself with your own missiles", 1422);
 
 1786                                 msg = 
XSTR(
"You have killed yourself", 100);
 
 1816         if ( !Player_all_alone_msg_inited ) {
 
 1818                 Player_all_alone_msg_inited=1;
 
 1874                 chase_slew_angles.
h = 0.0f;
 
 1875                 chase_slew_angles.
p = -
PI_2;
 
 1880                 chase_slew_angles.
h = -
PI;
 
 1881                 chase_slew_angles.
p = 0.0f;
 
 1887                 chase_slew_angles.
h = 
PI_2;
 
 1888                 chase_slew_angles.
p = 0.0f;
 
 1894                 chase_slew_angles.
h = -
PI_2;
 
 1895                 chase_slew_angles.
p = 0.0f;
 
 1904                 chase_slew_angles.
h = 0.0f;
 
 1905                 chase_slew_angles.
p = 0.0f;
 
 1917                 eye_orient->
vec.fvec = old_eye_orient.
vec.uvec;
 
 1924                 eye_orient->
vec.rvec = old_eye_orient.
vec.fvec;
 
 1926                 eye_orient->
vec.fvec = old_eye_orient.
vec.rvec;
 
 1935         int padlock_view_index=0;
 
 1938                 padlock_view_index = 0;
 
 1940                 padlock_view_index = 1;
 
 1942                 padlock_view_index = 2;
 
 1944                 padlock_view_index = 3;
 
 1953                 switch (padlock_view_index) {
 
 1972 #define MIN_DIST_TO_DEAD_CAMERA                 50.0f 
 1978         static camid player_camera;
 
 1984         object *viewer_obj = NULL;
 
 2008                         int view_from_player = 1;
 
 2015                                         view_from_player = 0;
 
 2019                         if ( view_from_player ) {
 
 2071                         Assert(viewer_obj != NULL);
 
 2129                         switch(viewer_obj->
type)
 
 2148         return player_camera;
 
#define SF2_TOGGLE_SUBSYSTEM_SCANNING
 
int fire_countermeasure_count
 
void observer_get_eye(vec3d *eye_pos, matrix *eye_orient, object *obj)
 
#define SHIP_GET_UNSILENCED
 
int timestamp(int delta_ms)
 
#define PLAYER_FLAGS_MATCH_TARGET
 
#define MULTIPLAYER_CLIENT
 
int player_process_pending_praise()
See if there is a praise message to deliver to the player. We want to delay the praise messages a bit...
 
void do_view_chase(float frame_time)
 
camid cam_create(char *n_name, vec3d *n_pos, vec3d *n_norm, object *n_object, int n_object_host_submodel)
 
model_subsystem * system_info
 
void hud_gauge_popup_start(int gauge_index, int time)
Start a gauge to pop-up. 
 
void control_get_axes_readings(int *h, int *p, int *b, int *ta, int *tr)
 
void player_get_padlock_orient(matrix *eye_orient)
 
void player_restore_target_and_weapon_link_prefs()
 
bool object_glide_forced(object *objp)
 
matrix * vm_matrix_x_matrix(matrix *dest, const matrix *src0, const matrix *src1)
 
#define PCM_WARPOUT_STAGE1
 
float player_farthest_weapon_range()
 
float dock_calc_docked_fspeed(object *objp)
 
void vm_vec_scale_add(vec3d *dest, const vec3d *src1, const vec3d *src2, float k)
 
void view_modify(angles *ma, angles *da, float max_p, float max_h, float frame_time)
 
polymodel * model_get(int model_num)
 
#define PLAYER_FLAGS_KILLED_SELF_MISSILES
 
weapon_info Weapon_info[MAX_WEAPON_TYPES]
 
SCP_vector< game_snd > Snds
 
#define MIN_DIST_TO_DEAD_CAMERA
 
#define MESSAGE_ALL_ALONE
 
void player_display_padlock_view()
 
int hud_get_best_primary_bank(float *range)
 
float ship_get_warpout_speed(object *objp)
 
void read_player_controls(object *objp, float frametime)
 
matrix * vm_angles_2_matrix(matrix *m, const angles *a)
 
vec3d Dead_player_last_vel
 
#define CAPITAL_CARGO_RADIUS_DELTA
 
int check_for_all_alone_msg
 
#define STI_MSG_COUNTS_FOR_ALONE
 
void object_set_gliding(object *objp, bool enable, bool force)
 
#define MINIMUM_PLAYER_WARPOUT_TIME
 
void _cdecl void void _cdecl void _cdecl Warning(char *filename, int line, SCP_FORMAT_STRING const char *format,...) SCP_FORMAT_STRING_ARGS(3
 
#define NETINFO_FLAG_OBSERVER
 
void set_position(vec3d *in_position=NULL, float in_translation_time=0.0f, float in_translation_acceleration_time=0.0f, float in_translation_deceleration_time=0.0f, float in_end_velocity=0.0f)
 
#define PLAYER_FLAGS_LINK_PRIMARY
 
#define PLAYER_FLAGS_KILLED_BY_ENGINE_WASH
 
struct vec3d::@225::@227 xyz
 
void hud_targetbox_end_flash(int index)
 
int distance_warning_count
 
int button_info_query(button_info *bi, int n)
 
void ship_do_cargo_revealed(ship *shipp, int from_network)
 
void player_match_target_speed(char *no_target_text, char *match_off_text, char *match_on_text)
 
vec3d * vm_vec_rotate(vec3d *dest, const vec3d *src, const matrix *m)
 
#define END_OF_LIST(head)
 
void player_stop_repair_sound()
 
#define MESSAGE_HIGH_PRAISE
 
DCF(camera_speed,"Sets the camera zoom scale")
 
ship_subsys * targeted_subsys
 
float ship_get_secondary_weapon_range(ship *shipp)
 
int hud_sensors_ok(ship *sp, int show_msg)
Check if targeting is possible based on sensors strength. 
 
angles Viewer_slew_angles
 
void vm_vec_scale_add2(vec3d *dest, const vec3d *src, float k)
 
#define PLAYER_FLAGS_AUTO_TARGETING
 
void player_show_death_message()
 
void ship_do_cap_subsys_cargo_revealed(ship *shipp, ship_subsys *subsys, int from_network)
 
float dock_calc_docked_speed(object *objp)
 
void do_view_external(float frame_time)
 
std::basic_string< char, std::char_traits< char >, std::allocator< char > > SCP_string
 
#define VM_EXTERNAL_CAMERA_LOCKED
 
GLenum GLenum GLenum GLenum GLenum scale
 
void HUD_sourced_printf(int source, const char *format,...)
 
#define CARGO_MIN_DOT_TO_REVEAL
 
void playercontrol_read_stick(int *axis, float frame_time)
Reads and combines the axes from the player's joystick and mouse. 
 
float current_target_distance
 
void player_maybe_start_repair_sound()
 
int mission_goals_incomplete(int desired_type, int team)
 
void get_info(vec3d *position, matrix *orientation)
 
char callsign[CALLSIGN_LEN+1]
 
#define CARGO_REVEAL_MIN_DIST
 
void ship_get_eye(vec3d *eye_pos, matrix *eye_orient, object *obj, bool do_slew, bool from_origin)
 
#define PLAYER_FLAGS_AUTO_MATCH_SPEED
 
#define CLAMP(x, min, max)
 
int valid_cap_subsys_cargo_list(char *subsys)
 
int object_is_docked(object *objp)
 
int low_ammo_complaint_count
 
typedef int(SCP_EXT_CALLCONV *SCPDLL_PFVERSION)(SCPDLL_Version *)
 
fix friendly_last_hit_time
 
matrix * vm_vector_2_matrix(matrix *m, const vec3d *fvec, const vec3d *uvec, const vec3d *rvec)
 
WarpEffect * warpout_effect
 
void player_maybe_start_cargo_scan_sound()
 
struct matrix::@228::@230 vec
 
virtual int getWarpPosition(vec3d *output)
 
void player_stop_cargo_scan_sound()
 
void vm_vec_scale(vec3d *dest, float s)
 
#define PLAYER_FLAGS_KILLED_BY_EXPLOSION
 
#define TARGET_WARPOUT_MATCH_PERCENT
 
float get_hull_pct(object *objp)
 
bool object_get_gliding(object *objp)
 
int ship_get_sound(object *objp, GameSoundsIndex id)
Returns a ship-specific sound index. 
 
void player_generate_death_message(player *player_p)
 
int allow_praise_timestamp
 
float check_control_timef(int id)
 
void player_controls_init()
 
int praise_delay_timestamp
 
int ship_get_random_player_wing_ship(int flags, float max_dist, int persona_index, int get_first, int multi_team)
 
sprintf(buf,"(%f,%f,%f)", v3->xyz.x, v3->xyz.y, v3->xyz.z)
 
#define PLAYER_KILLED_SELF
 
int player_inspect_cap_subsys_cargo(float frametime, char *outstr)
 
void do_thrust_keys(control_info *ci)
 
#define SSF_CARGO_REVEALED
 
void physics_init(physics_info *pi)
 
#define HUD_SOURCE_HIDDEN
 
int snd_play(game_snd *gs, float pan, float vol_scale, int priority, bool is_voice_msg)
 
#define SF_PRIMARY_LINKED
 
net_player_server_info s_info
 
float vm_vec_normalized_dir(vec3d *dest, const vec3d *end, const vec3d *start)
 
float vm_vec_dist(const vec3d *v0, const vec3d *v1)
 
int failures_this_session
 
#define PCM_WARPOUT_STAGE2
 
bool dc_optional_string_either(const char *str1, const char *str2)
Searches for an optional string and it's alias. 
 
set 1/3 or 2/3 throttle (up) 
 
void control_used(int id)
 
void player_set_padlock_state()
 
float vm_vec_normalize_safe(vec3d *v)
 
#define CAP_CARGO_REVEAL_MIN_DIST
 
builtin_message Builtin_messages[]
 
vec3d * vm_vec_unrotate(vec3d *dest, const vec3d *src, const matrix *m)
 
void mouse_get_delta(int *dx, int *dy, int *dz)
 
LOCAL physics_info phys_save
 
set 1/3 or 2/3 throttle (down) 
 
GLint GLint GLint GLint GLint x
 
object Objects[MAX_OBJECTS]
 
char killer_parent_name[NAME_LENGTH]
 
const char * XSTR(const char *str, int index)
 
void player_set_next_all_alone_msg_timestamp()
 
#define SIF2_NO_PRIMARY_LINKING
 
void vm_vec_copy_scale(vec3d *dest, const vec3d *src, float s)
 
physics_info Descent_physics
 
#define GM_STANDALONE_SERVER
 
void player_save_target_and_weapon_link_prefs()
 
#define PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG
 
void dc_stuff_float(float *f)
Stuffs a float to the given variable. 
 
float forward_cruise_percent
 
#define OOC_FIRE_SECONDARY
 
void set_rotation(matrix *in_orientation=NULL, float in_rotation_time=0.0f, float in_rotation_acceleration_time=0.0f, float in_rotation_deceleration_time=0.0f)
 
GLuint const GLchar * name
 
void vm_vec_sub(vec3d *dest, const vec3d *src0, const vec3d *src1)
 
void physics_read_flying_controls(matrix *orient, physics_info *pi, control_info *ci, float sim_time, vec3d *wash_rot)
 
#define MISSION_TYPE_TRAINING
 
angles * vm_extract_angles_vector(angles *a, const vec3d *v)
 
TrackIRDLL gTirDll_TrackIR
 
int allow_scream_timestamp
 
#define MESSAGE_PRIORITY_HIGH
 
typedef float(SCP_EXT_CALLCONV *SCPTRACKIR_PFFLOATVOID)()
 
int allow_ask_help_timestamp
 
#define DCF_BOOL(function_name, bool_variable)
 
#define CARGO_RADIUS_DELTA
 
#define SF_SECONDARY_DUAL_FIRE
 
int request_repair_timestamp
 
void chase_angles_to_value(angles *ap, angles *bp, int scale)
Slew angles chase towards a value like they're on a spring. 
 
int distance_warning_time
 
#define MESSAGE_TIME_ANYTIME
 
void message_send_builtin_to_player(int type, ship *shipp, int priority, int timing, int group, int delay, int multi_target, int multi_team_filter)
 
class camera * getCamera()
 
int snd_play_looping(game_snd *gs, float pan, int start_loop, int stop_loop, float vol_scale, int scriptingUpdateVolume)
 
ship is being repaired (during rearm/repair) 
 
char subobj_name[MAX_NAME_LEN]
 
ship_subsys * locking_subsys
 
#define PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE
 
long Game_time_compression
 
#define PLAYER_FLAGS_STRUCTURE_IN_USE
 
An overhauled/updated debug console to allow monitoring, testing, and general debugging of new featur...
 
ubyte keyd_pressed[NUM_KEYS]
 
SCP_vector< ship_info > Ship_info
 
void gamesnd_play_error_beep()
 
fix last_warning_message_time
 
void player_set_pilot_defaults(player *p)
 
int player_inspect_cargo(float frametime, char *outstr)
 
#define timestamp_elapsed(stamp)
 
void player_maybe_play_all_alone_msg()
 
MINUS_5_PERCENT_THROTTLE. 
 
vec3d * get_subsystem_world_pos(object *parent_obj, ship_subsys *subsys, vec3d *world_pos)
 
#define MATCH_SPEED_THRESHOLD
 
void do_view_track_target(float frame_time)
 
int check_control(int id, int key)
 
angles Viewer_slew_angles_delta
 
float vm_vec_dot(const vec3d *v0, const vec3d *v1)
 
void player_control_reset_ci(control_info *ci)
 
void player_init_all_alone_msg()
 
void HUD_fixed_printf(float duration, color col, const char *format,...)
 
#define SF_CARGO_REVEALED
 
void dc_printf(const char *format,...)
Prints the given char string to the debug console. 
 
angles Viewer_external_angles_delta
 
#define PCM_WARPOUT_STAGE3
 
void copy_control_info(control_info *dest_ci, control_info *src_ci)
 
player Players[MAX_PLAYERS]
 
void toggle_player_object()
 
int ship_name_lookup(const char *name, int inc_players)
 
void joy_ff_adjust_handling(int speed)
 
void player_stop_looped_sounds()
 
void do_view_slew(float frame_time)
 
#define HUD_CMEASURE_GAUGE
 
void compute_slew_matrix(matrix *orient, angles *a)
 
void gameseq_post_event(int event)
 
The total number of actions an axis may map to. 
 
void vm_vec_add(vec3d *dest, const vec3d *src0, const vec3d *src1)
 
int hud_targetbox_subsystem_in_view(object *target_objp, int *sx, int *sy)
 
void gr_init_color(color *c, int r, int g, int b)
 
matrix vmd_identity_matrix
 
int locking_subsys_parent
 
void player_clear_speed_matching()
 
int praise_self_timestamp
 
SCP_vector< ship_type_info > Ship_types
 
int hud_squadmsg_reinforcements_available(int team)
 
#define PLAYER_FLAGS_LINK_SECONDARY
 
void player_generate_killer_weapon_name(int weapon_info_index, int killer_species, char *weapon_name)
 
#define MESSAGE_TIME_SOON
 
float vm_vec_normalize(vec3d *v)
 
void read_keyboard_controls(control_info *ci, float frame_time, physics_info *pi)