18 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
19 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
20 0, 0, 0, 0, 3, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0
193 *counter = count - 1;
264 short advanceSequence;
273 if (advanceSequence != 0)
281 if (advanceSequence != 0)
285 if (advanceSequence != 0)
292 short advanceSequence;
303 &destination, &destination);
335 advanceSequence =
no_goal(ship);
347 advanceSequence =
no_goal(ship);
354 if (advanceSequence != 0)
361 short advanceSequence;
373 if (advanceSequence != 0) {
385 if (advanceSequence != 0)
485 short advanceSequence = 1;
495 advanceSequence =
no_goal(ship);
510 advanceSequence =
no_goal(ship);
520 if (advanceSequence != 0)
635 for (
object = 0;
object < 10;
object++) {
636 objectIndex = object;
void(__cdecl *pIxFree)(void *)
static ShipManeuverHandler apShipAiManeuverHandlers[47]
static short nManeuverProximityRange
void(*) ShipManeuverHandler(short, short)
static unsigned char abManeuverRerollChance[47]
static unsigned char bCurrentManeuverReroll
signed char acShipStressList[16]
enum ShipManeuver aeShipManeuversTable[12]
ObjectTypeData aObjectTypeData[OBJECT_TYPE_COUNT]
struct Shape * pScrambleOverlayShape
short nFacingToTargetValue
enum ObjectClass aeObjectClass[SPACE_OBJECT_COUNT]
short asObjectCollisionRadius[64]
ShortPoint stScrambleOverlay
short nScrambleCanopyOffset
short asObjectCounterArray[SPACE_OBJECT_COUNT]
signed char acObjOwnersTable[64]
signed char bScrambleCanopyClosed
enum ObjectType aeObjectTypeList[SPACE_OBJECT_COUNT]
FixedVector aShipPositionsArray[SPACE_OBJECT_COUNT]
FixedVector aShipFwdVec[64]
signed char acShipTargetTable[16]
enum SpecialManeuver aeSpecialManeuvers[12]
short nCutsceneFuneralGuardFrame
Umbrella header for the game core.
unsigned int approach_full_speed(short ship)
unsigned int approach_zero_speed(short ship)
void Mkill_missile(short ship, short target)
unsigned int close_behind()
void Mturn_n_kick(short ship)
void Mtry2tail(short ship, short target)
void Mbuzz_debris(short ship)
void ShipAiState44(short ship)
void Mroll_over(short ship)
unsigned int fire_super_brake(short ship)
void point_ship_at_object(short obj, short other)
void perform_maneuver(short obj)
void ship_vs_ship(short obj, short other)
unsigned int steady_object(short ship)
void Mhard_turn(short ship)
void general_zig(short ship, short target, short pitch)
void Mtarget_laser(short ship, short target)
unsigned int get_front_spot(short obj, unsigned short distance, FixedVector *point)
void fire_afterburner(short obj, short time)
int missile_on_tail(short obj)
void AddFixedVectors(const FixedVector *left, const FixedVector *right, FixedVector *sum)
void Mbest_strafe(short ship, short target)
void fire_when_ready(short obj, short aimed)
void Mstrafe_n_roll(short ship, short target)
void Mfish_hook(short ship, short target)
int fire_missile(short ship)
void Mgloat(short ship, short target)
short MinShort(short a, short b)
void Mveer_away(short ship, short target)
void Msplit_right(short ship)
void Msit_n_fire(short ship, short target)
void Mrout_me(short ship)
void Mburnout(short ship, short target)
void point_ship(short obj, short turnRate, const FixedVector *direction)
void Mdrop_a_mine(short ship)
unsigned int approach_speed(short ship, int targetSpeed)
short mine_available(short obj)
short signed_random(short range)
unsigned int chase_location(short obj, const FixedVector *destination, short reference)
unsigned int set_special(short ship, enum SpecialManeuver special)
void ScaleFixedVector(const FixedVector *vector, int scale, FixedVector *result)
void Mram_missile(short ship, short target)
void Mtail_fire(short ship, short target)
signed char no_goal(short ship)
void Mhard_break(short ship)
short real_velocity(short obj)
short RandomBelow(short n)
void Mzig_zag_pitch(short ship, short target)
void SetManeuverProximityRange(unsigned short v)
void point_ship_behind_object(short obj, short other)
void Mline_up_drop(short ship, short target)
void Mchill(short ship, short target)
short try2rout(short obj)
unsigned int veer_random(short obj, short amount)
void Mstrafe_enemy(short ship, short target)
void try2reset_maneuver(short obj, short maneuver)
void Mtight_loop(short ship)
void Mget_distance(short ship, short target)
unsigned int approach_cruise_speed(short ship)
void Mzig_zag(short ship, short target)
void fire(short obj, short target)
unsigned int chase_speed(short obj, short range)
void Mfull_ahead(short ship)
void Mtarget_missile(short ship, short target)
void Mzip_past(short ship, short target)
void maneuver_complete(short ship)
void Msuicide_run(short ship, short target)
short normal_speed(short obj)
void Msplit_left(short ship)
void ShipAiState35(short ship, short target)
int fire_weapon(short obj, short weapon)
void point_ship_at_point(short obj, const FixedVector *point)
void Msit_n_spin(short ship, short target)
void Mcorkscrew(short ship)
void Mturn_n_spin(short ship, short target)
void reset_maneuver(short ship, short maneuver)
short RandomBelowOrEqual(short n)
unsigned int unactive(short ship)
unsigned int steer_away_from_object(short obj, short other, short amount)
void point_ship_below_object(short obj, short other)
@ SPECIAL_MANEUVER_NORMAL
@ SPECIAL_MANEUVER_KILL_ENGINES
@ OBJECT_CLASS_CAPITAL_SHIP