2 * $Logfile: /Freespace2/code/Weapon/Flak.h $
10 * Revision 1.1 2002/05/03 03:28:12 root
14 * 6 7/31/99 2:57p Dave
15 * Scaled flak aim and jitter by weapon subsystem strength.
17 * 5 5/24/99 5:45p Dave
18 * Added detail levels to the nebula, with a decent speedup. Split nebula
19 * lightning into its own section.
24 #ifndef _FLAK_WEAPONS_HEADER_FILE
25 #define _FLAK_WEAPONS_HEADER_FILE
27 // --------------------------------------------------------------------------------------------------------------------------------------
35 // --------------------------------------------------------------------------------------------------------------------------------------
39 // initialize flak stuff for the level
40 void flak_level_init();
42 // close down flak stuff
43 void flak_level_close();
45 // given a newly created weapon, turn it into a flak weapon
46 void flak_create(weapon *wp);
48 // free up a flak object
49 void flak_delete(int flak_index);
51 // given a just fired flak shell, pick a detonating distance for it
52 void flak_pick_range(object *objp, vector *predicted_target_pos, float weapon_subsys_strength);
54 // add some jitter to a flak gun's aiming direction, take into account range to target so that we're never _too_ far off
55 // assumes dir is normalized
56 void flak_jitter_aim(vector *dir, float dist_to_target, float weapon_subsys_strength);
58 // create a muzzle flash from a flak gun based upon firing position and weapon type
59 void flak_muzzle_flash(vector *pos, vector *dir, int turret_weapon_class);
61 // maybe detonate a flak shell early/late (call from weapon_process_pre(...))
62 void flak_maybe_detonate(object *obj);
64 // set the range on a flak object
65 void flak_set_range(object *objp, vector *start_pos, float range);
67 // get the current range for the flak object
68 float flak_get_range(object *objp);