/* * PARSEC HEADER: obj_game.h */ #ifndef _OBJ_GAME_H_ #define _OBJ_GAME_H_ // afterburner constants #define AFTERBURNER_SPEED 150000 #define AFTERBURNER_ENERGY 2400 // external functions int OBJ_DeviceAvailable( ShipObject *shippo, int mask ); void OBJ_ShootLaser( ShipObject *shippo ); void OBJ_LaunchMissile( ShipObject *shippo, dword launcher ); void OBJ_LaunchHomingMissile( ShipObject *shippo, dword launcher, dword targetid ); void OBJ_LaunchMine( ShipObject *shippo ); void OBJ_LaunchSwarmMissiles( ShipObject *shippo, dword targetid ); void OBJ_EnableInvisibility( ShipObject *shippo ); void OBJ_EnableInvulnerability( ShipObject *shippo ); void OBJ_EnableDecoy( ShipObject *shippo ); void OBJ_EnableLaserUpgrade1( ShipObject *shippo ); void OBJ_EnableLaserUpgrade2( ShipObject *shippo ); void OBJ_EnableEmpUpgrade1( ShipObject *shippo ); void OBJ_EnableEmpUpgrade2( ShipObject *shippo ); char* OBJ_BoostEnergy( ShipObject *shippo, int boost ); void OBJ_EnableAfterBurner( ShipObject *shippo ); void OBJ_DisableAfterBurner( ShipObject *shippo ); void OBJ_ActivateAfterBurner( ShipObject *shippo ); void OBJ_DeactivateAfterBurner( ShipObject *shippo ); void OBJ_EventShipImpact( ShipObject *shippo, int shieldhit ); // external variables extern int afterburner_active; extern int afterburner_energy; #endif // _OBJ_GAME_H_