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/*
* 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_
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