2 * $Logfile: /Freespace2/code/Weapon/Flak.h $
10 * Revision 1.3 2002/05/26 20:22:48 theoddone33
11 * Most of network/ works
13 * Revision 1.2 2002/05/04 04:36:56 theoddone33
14 * More changes, took out a lot of the sound stuff which will bite later but
17 * Revision 1.1.1.1 2002/05/03 03:28:12 root
21 * 6 7/31/99 2:57p Dave
22 * Scaled flak aim and jitter by weapon subsystem strength.
24 * 5 5/24/99 5:45p Dave
25 * Added detail levels to the nebula, with a decent speedup. Split nebula
26 * lightning into its own section.
31 #ifndef _FLAK_WEAPONS_HEADER_FILE
32 #define _FLAK_WEAPONS_HEADER_FILE
34 // --------------------------------------------------------------------------------------------------------------------------------------
43 // --------------------------------------------------------------------------------------------------------------------------------------
47 // initialize flak stuff for the level
48 void flak_level_init();
50 // close down flak stuff
51 void flak_level_close();
53 // given a newly created weapon, turn it into a flak weapon
54 void flak_create(weapon *wp);
56 // free up a flak object
57 void flak_delete(int flak_index);
59 // given a just fired flak shell, pick a detonating distance for it
60 void flak_pick_range(object *objp, vector *predicted_target_pos, float weapon_subsys_strength);
62 // add some jitter to a flak gun's aiming direction, take into account range to target so that we're never _too_ far off
63 // assumes dir is normalized
64 void flak_jitter_aim(vector *dir, float dist_to_target, float weapon_subsys_strength);
66 // create a muzzle flash from a flak gun based upon firing position and weapon type
67 void flak_muzzle_flash(vector *pos, vector *dir, int turret_weapon_class);
69 // maybe detonate a flak shell early/late (call from weapon_process_pre(...))
70 void flak_maybe_detonate(object *obj);
72 // set the range on a flak object
73 void flak_set_range(object *objp, vector *start_pos, float range);
75 // get the current range for the flak object
76 float flak_get_range(object *objp);