15typedef enum { WEAPON_LAYER_BG, WEAPON_LAYER_FG } WeaponLayer;
21 const double dir,
const vec2* pos,
const vec2* vel,
22 const Pilot *parent,
const unsigned int target,
double time,
int aim );
28 const double dir,
const vec2* pos,
const vec2* vel,
29 const Pilot *parent,
const unsigned int target,
int aim );
30void beam_end(
const unsigned int parent,
unsigned int beam );
36 int dtype,
double damage,
37 const Pilot *parent,
int mode );
Stores an outfit the pilot has.
The representation of an in-game pilot.
void weapon_add(PilotOutfitSlot *po, const double T, const double dir, const vec2 *pos, const vec2 *vel, const Pilot *parent, unsigned int target, double time, int aim)
Creates a new weapon.
void beam_end(const unsigned int parent, unsigned int beam)
Ends a beam weapon.
void weapons_render(const WeaponLayer layer, const double dt)
Renders all the weapons in a layer.
void weapon_clear(void)
Clears all the weapons, does NOT free the layers.
void weapons_update(const double dt)
Updates all the weapon layers.
void weapon_explode(double x, double y, double radius, int dtype, double damage, const Pilot *parent, int mode)
Clears possible exploded weapons.
void weapon_hitAI(Pilot *p, const Pilot *shooter, double dmg)
Informs the AI if needed that it's been hit.
unsigned int beam_start(PilotOutfitSlot *po, const double dir, const vec2 *pos, const vec2 *vel, const Pilot *parent, const unsigned int target, int aim)
Starts a beam weapon.
void weapon_exit(void)
Destroys all the weapons and frees it all.
void weapon_init(void)
Initializes the weapon stuff.