Private Methods | |
GALOBJ | Create (int gsubtype, int ssubtype) |
GALOBJ | Destruct () |
void | SetFormationLeader (GALOBJ a_fl) |
void | SetFormationType (int a_ft) |
int | GetFormationType () |
int | GetDefaultFormationTypeFromRace (int a_raceid) |
dynarray | GetFormationShips () |
GALOBJ | GetFormationLeader () |
void | AddFormationShip (GALOBJ a_ship) |
void | AddToFormation (GALOBJ a_leader) |
void | RemoveFormationShip (GALOBJ a_ship) |
void | RemoveFromFormation () |
int | GetMaxFormationSpeed () |
int | IsInFollowMode () |
void | SetFollowMode (BOOL a_on) |
void | ReorgFormation (int a_removedidx) |
void | RemoveAllFormationShips () |
GALOBJ | SelectNewFormationLeader (int a_flag) |
void | GiveFormationLeadershipTo (GALOBJ a_newleader) |
GALOBJ | GetDestination () |
void | SetDestination (GALOBJ a_dest) |
GALOBJ | GetAttackTarget () |
void | SetAttackTarget (GALOBJ a_dest) |
int | GetSpeedLimit () |
int | GetMaxSpeed () |
int | GetSubType () |
int | GetGSubType () |
int | GetTypeCode () |
int | GetClass () |
int | IsClass (int cl) |
int | IsClassType (int cl) |
int | GetGType () |
int | GetType () |
GALOBJ | GetOwner () |
GALOBJ | GetOwnerObject () |
int | GetObjectID () |
int | GetGSize () |
int | GetSize () |
array | GetPos () |
GALOBJ | GetEnvironment () |
GALOBJ | IsDocked () |
int | GetNameID () |
string | GetName () |
string | GetYourName () |
void | SetYourName (string a_name) |
void | SetPlayerWingMen (int a_set) |
int | IsPlayerWingMen () |
void | SetEnvironment (GALOBJ env) |
void | SetOwner (GALOBJ owner) |
int | IsHired () |
void | SetHired (BOOL a_yes) |
void | SetOwnerObject (GALOBJ ownerobj) |
void | SetPilotName (string a_name) |
void | SetPilotFace (int a_face) |
string | GetPilotName () |
int | GetPilotFace () |
void | DisableCapture (BOOL yes) |
void | DisableSelling (BOOL yes) |
void | SetPilotID (int a_id) |
BOOL | IsInHomeSector () |
BOOL | HasIllegalGoods () |
BOOL | IsControllable () |
int | IsHidden (GALOBJ srcobj) |
SECOBID | Activate () |
void | Deactivate () |
void | AddTo (GALOBJ genv) |
void | SetPos (int x, int y, int z) |
void | SetSafePos () |
void | SetRot (int alpha, int beta, int gamma) |
BOOL | IsDockingPossibleOf (GALOBJ a_ship) |
BOOL | IsPlayerShip () |
void | SetAsPlayerShip (BOOL yesno) |
BOOL | HasCockpit () |
int | GetNumCockpits () |
int | GetNumTurrets () |
int | GetNumLasersInTurret (int a_turretid) |
string | GetCockpitName (int a_cockpitid) |
string | GetTurretName (int a_turretid) |
int | GetTurretLaserMask (int a_turretid) |
int | GetLaserTypeInTurret (int a_turretid, int a_slot) |
BOOL | DoesCommunicate () |
void | SetRelation (GALOBJ otherobj, int relation) |
void | SetGroupRelation (int raceid, int relation) |
int | SetRelationsToAll (int relation) |
int | GetRelation (GALOBJ otherobj) |
int | GetGroupRelation (int raceid) |
void | SetRelationsFromNotoriety () |
array | GetShields () |
array | GetLasers () |
int | GetCurrentRocketType () |
array | GetMaxRockets () |
int | SetMaxShieldType (int st) |
int | GetNumShieldBays () |
int | GetNumLaserBays () |
int | SetShield (int newshield) |
int | GetShield () |
int | GetMaxShield () |
int | GetStrength () |
int | GetLaser () |
int | GetMaxLaser () |
int | AddShield (int gsubtype, int count) |
int | AddLaser (int gsubtype, int count) |
BOOL | InstallLaserInTurret (int gsubtype, int turretid, int slot) |
int | AddRocket (int gsubtype, int count) |
int | SetCurrentRocketType (int gsubtype) |
int | AddMaxRocket (int gsubtype, int count) |
void | AddDefaultLasers () |
void | AddDefaultShields () |
void | AddDefaultRockets () |
void | AddDefaultUpgrades () |
void | AddDefaultItems () |
int | RemoveShield (int gsubtype, int count) |
int | RemoveLaser (int gsubtype, int count) |
int | RemoveRocket (int gsubtype, int count) |
void | AddMaxLasers (int gsubtype) |
int | InstallWare (int gtype, int gsubtype, int count) |
void | SetWantedFreight (int gtypecode) |
int | GetWantedFreightPrice () |
int | GetWantedFreight () |
int | GetWantedCount () |
table | GetWares () |
int | TradeWare (int gtype, int gsubtype, int count) |
void | SetExtraTradeContainerSize (int newsize) |
int | GetTradeContainerSize () |
int | GetExtraTradeContainerSize () |
int | GetTotalVolume () |
int | GetTradeContainerFree () |
int | GetWareTypeContainerSize (int gtype, int gsubtype) |
int | GetTrueWareTypeCount (int gtype, int gsubtype) |
int | AddWare (int gtype, int gsubtype, int count) |
int | GetFreeShieldBays () |
void | EscortAddTo (GALOBJ gescortee) |
GALOBJ | SetAttacker (GALOBJ att) |
GALOBJ | GetAttacker () |
int | BuyWare (int a_ware, int a_amount, int a_maxprice) |
int | LoadWare (int a_ware, int a_amount) |
int | SellWare (int a_ware, int a_amount) |
int | UnLoadWare (int a_ware, int a_amount) |
int | AttackRunOnTarget (GALOBJ a_target) |
void | AttackedBy (SECOBID attacker) |
void | KilledBy (int reason, SECOBID skiller, SECOBID sother) |
void | KilledInEnvironment () |
void | SelfDestruct (int reason) |
void | Stop () |
int | StopAction () |
int | StopCommand () |
int | GetAction () |
GALOBJ | GetActionTarget () |
array | GetCommandAndPars () |
int | GetCommand () |
int | GetCommandTarget () |
int | GetCommandTarget2 () |
void | StartKill (GALOBJ genemy) |
void | StartKillAndLand (GALOBJ genemy, GALOBJ ghangar) |
void | StartKillPreferred (GALOBJ genemy) |
void | StartKillAllEnemies () |
void | StartKillAllEnemiesAndLand (GALOBJ ghangar) |
void | MakeBreak () |
void | TradeMoney (int amount) |
BOOL | HasFreight () |
BOOL | DropFreight () |
void | ChangePlayerShipTo (GALOBJ ship) |
BOOL | IsAttacked () |
void | StartFollowLeader (GALOBJ gleader) |
void | StartTransferToHangar (GALOBJ gfrom, GALOBJ ghangar) |
void | StartAction () |
void | StartExecuteCommand (int command, GALOBJ gtarget) |
void | StartExecuteCommand2 (int command, GALOBJ gtarget, GALOBJ gtarget2) |
Private Attributes | |
GALOBJ | sh_FormationLeader |
dynarray | sh_FormationShips |
int | sh_FormationType |
int | sh_GSubType |
int | sh_SubType |
int | sh_PilotID |
string | sh_Name |
string | sh_PilotName |
int | sh_PilotFace |
int | sh_Hull |
int | sh_NumLaserSlots |
int | sh_NumShieldSlots |
int | sh_MaxShieldType |
array | sh_Lasers |
int | sh_Shield |
array | sh_Shields |
int | sh_Rocket |
array | sh_MaxRockets |
int | sh_FireMissileProb |
int | sh_FireMissileTimeDiff |
int | sh_FireMissileLastTime |
table | sh_Wares |
GALOBJ | sh_OwnerObject |
GALOBJ | sh_Attacker |
int | sh_LastAttackTime |
int | sh_Action |
GALOBJ | sh_ActionTarget |
int | sh_CommandTargetType |
int | sh_CommandTarget |
int | sh_CommandTarget2Type |
int | sh_CommandTarget2 |
int | sh_ContainerUpgrades |
int | sh_TotalVolume |
int | sh_MaxLaser |
int | sh_MaxShield |
int | sh_WantedFreight |
int | sh_WantedCount |
int | sh_WantedFreightPrice |
GALOBJ | sh_Destination |
GALOBJ | sh_AttackTarget |
int | sh_SpeedLimit |
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activates ship-object in sector
Reimplemented in OBJ_SHIP_BIG, OBJ_SHIP_CARRIER, OBJ_SPACEFLY, OBJ_MINE, OBJ_ORBITALLASER, and OBJ_SATELLITECLASS. |
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Adds default Lasers, Shields, Rockets and Upgrades to the ship.
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installs a default laser for each turret
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adds randomly rockets
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installs a shield randomly for each shield slot
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adds randomly speed, rotation speed, tradeContainerSize, drones and other tech. upgrades
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adds a given ship to sh_FormationShips and makes the ship (via which this fct. is called) the leader of this given ship. |
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Adds amount (given in count, which also can be negative to remove) of lasers (laser-type given in gsubtype) to the ship as ware and also installs it if possible. Every ship has a maximum number of mounted lasers, which cannot be exceeded. See also AddMaxLasers(). *_W_LASER subtype constants-definitions Returns how many lasers were installed/uninstalled. |
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Adds the maximum possible number of same lasers of type gsubtype to the ship. For types, see *_W_LASER subtype constants-definitions.
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Sets the maximum number of rockets that can be reloaded during docking. *_W_ROCKET subtype constants-definitions.
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Adds amount (given in count, which also can be negative to remove) of rockets (see *_W_ROCKET subtype constants-definitions) to the ship as ware. Rockets can be reloaded by computer controlled ships. To set the maximum number of rockets to reload on docking, use AddMaxRockets(). Returns how many rockets were added. |
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Adds amount (given in count, which also can be negative to remove) of shields (type given in gsubtype) to the ship. *_W_SHIELD subtype constants-definitions |
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See Functions common in every object.
Reimplemented in OBJ_SHIP_M0, and OBJ_SPACEFLY. |
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adds the ship (via which this fct. is called) to the formation (sh_FormationShips member) of the given ship and makes the first mentioned ship the formation-leader. Removes this ship from the previous leader if necessary. |
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adds amount (given in count, which also can be negative to remove a ware) of ware (given in gtype, gsubtype) to the ship. Any upgrades (SS_WARE_TECH213, SS_WARE_TECH246, SS_WARE_TECH251) are installed. For gtype see MainObjectTypes and for gsubtype see subtype definitions. Returns the number of upgrades that were installed/uninstalled or wares added. Reimplemented in OBJ_SHIP_BIG. |
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Fct. handles being attacked. Causes some random damage. If a non-player ship is attacked, there is a chance that the ship can be taken over and the player looses the licence of the race of the attacked ship. This fct. is called when ship is in current sector Reimplemented in OBJ_SPACEFLY. |
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ship attacks given target returns FLRET_NOCOMMANDS, FLRET_INTERRUPTED, FLRET_BREAK, FLRET_FIREFREE (ship has attacked) |
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buy a ware from a station (ship must be in these environments)
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put player in given ship
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This function initializes a OBJ_SHIP instance created with new OBJ_SHIP and returns the object itself. gsubtype is the galaxy subtype, and ssubtype is the sector subtype (determines which body is used for the object, when in the current sector). *_SHIP subtype constants-definitions |
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See Functions common in every object.
Reimplemented in OBJ_SHIP_CARRIER, OBJ_SPACEFLY, and OBJ_ORBITALLASER. |
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See Functions common in every object.
Reimplemented in OBJ_SHIP_BIG, OBJ_SHIP_CARRIER, OBJ_SHIP_M0, OBJ_SHIP_ASTRONAUT, OBJ_SPACEFLY, OBJ_FIGHTDRONE, OBJ_MINE, and OBJ_ORBITALLASER. |
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sets sh_CaptureDisabled
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sets sh_SellDisabled
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returns TRUE
Reimplemented in OBJ_SHIP_ASTRONAUT, OBJ_SPACEFLY, and OBJ_SATELLITECLASS. |
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Makes ship drop all freight (only a small part of the freight can actually be collected by the player).
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same as AddToFormation()
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returns sh_Action
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returns sh_ActionTarget
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returns sh_Attacker
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returns sh_AttackTarget
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Gets the name of the cockpit a_cockpitid.
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Returns the currently executed command. If a command is finished, COMMAND_NONE is returned.
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returns an array of format {current command, targettype, target, target2type, target2, para1type, parameter1, para2type, parameter2}
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Return the target (destination) for the current command.
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Return the second target (destination) for the current command (if the command deserves this).
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Returns sh_Rocket.
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returns the formation a race prefers
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returns sh_Destination
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See Functions common in every object.
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returns sh_ContainerUpgrades
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returns sh_FormationLeader
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returns sh_FormationShips
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returns sh_FormationType
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returns the number of shield-bays that have no shield installed
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returns 1 if the given raceId is friendly, -1 if it´s enemie and 0 if neutral
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See Functions common in every object.
Reimplemented in OBJ_SHIP_BIG, and OBJ_SHIP_M6. |
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Differences of in-game objects
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Differences of in-game objects
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returns sh_MaxLaser independent of sector or galaxy case
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Returns sh_Lasers array lasers = gship.GetLasers(); // the array is just passed by reference int numlasers = SE_ArraySize(lasers); // number of installable lasers for (i = 0; i < numlasers; ++i) { if (lasers[i] == -1) SE_DMprintf(0, "No lasers installed!\n"); else SE_DMprintf(0, "Laser subtype %d installed\n", lasers[i]); } |
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returns the laser installed in a turret in a certain slotNr. (>=0) or -1 if empty.
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returns speed of slowest ship in formation
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returns sh_MaxLaser in the galaxy case
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returns sh_MaxRockets or NULL if the shiptype does not support any installed devices
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returns sh_MaxShield
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returns sh_MaxSpeed
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See Functions common in every object.
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See Functions common in every object.
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Returns the number of cockpits in this ship.
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returns sh_NumLaserSlots
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Returns the maximal number of lasers in the turret a_turretid.
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sets sh_MaxShieldType
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Returns the number of turrets in this ship.
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Functions common in every object
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returns sh_Owner
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returns sh_OwnerObject
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returns sh_PilotFace
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returns sh_PilotName
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See Functions common in every object.
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returns 1 if the raceId of the given object is friendly, -1 if it´s enemy and 0 if neutral
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returns sh_Shield
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Returns sh_Shields . The size of the array is the number of shields the ship can have installed. The function could return NULL if the shiptype does not support any installed devices.
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See Functions common in every object.
Reimplemented in OBJ_SHIP_BIG, and OBJ_SHIP_M6. |
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returns sh_SpeedLimit
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Returns approximate strength by adding up current shield and laser level. If not in current sector, lasers are assumed to be fully charged. |
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Differences of in-game objects
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returns sh_TotalVolume
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free container-volume
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returns the maximum size of the trade container in freight bay units
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Get number of units that are truely available as ware (especially for shields and lasers).
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returns the lasermask for a turret. The bits of the returnvalue (32) stand for the laser subtypes.
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Gets the name of the turret a_turretid.
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Differences of in-game objects
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returns typecode of the ship (a ship is also a ware). See Macro Definitions
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Returns sh_WantedCount.
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Returns sh_WantedFreight.
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returns sh_WantedFreightPrice
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returns sh_Wares
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the maximum number of wares (of the type) that can be stored
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returns sh_Name
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sets the leader of all formation-ships (of the ship via which this fct. is called) to a_newleader. a_newleader type of OBJ_SHIP or derived class |
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Returns TRUE if the ship has at least one cockpit.
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does the ship carry wares?
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checks if ship has illegal goods on board depending on it´s actual sector
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Installs a laser (laser-type given in gsubtype) in a turret. See *_W_LASER subtype constants-definitions for laser defines. Turretid is a number >=1, specifying the turret. slot is zero-based. Returns whether fct. was successfull. |
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Install given ware to the ship. If count<0 the wares are removed. laser, shields and rockets are added with AddXXXX(), the rest via AddWare() |
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returns if the ship is currently being attacked (regarding sh_LastAttackTime)
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The difference to IsClass() is that this fct. only checks the object an not the super-objects. Functions common in every object.
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Checks if the ship is controllable (in case the player is in another sector). To do that, the fct. checks through all ships in the ship´s sector whether there is a satellite that is owned by the player. You can use OBJ_CLIENT.CanSeeObject(gobj) instead. |
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Returns sh_Environment if ship is docked or 0 if in space.
Reimplemented in OBJ_SHIP_BIG. |
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can a ship dock at this ship?
Reimplemented in OBJ_SHIP_CARRIER, and OBJ_SHIP_M6. |
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Check if this object is hidden either by a nebula or using a cloaking device.
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returns sh_Hired
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returns sh_FollowMode
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returns whether if ship is not in homesector
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returns sh_IsPlayer
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returns sh_IsPlayerWingMen
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See Functions common in every object.
Reimplemented in OBJ_SHIP_CARRIER, OBJ_SHIP_M0, OBJ_SPACEFLY, OBJ_MINE, and OBJ_ORBITALLASER. |
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this function is used when the ship should be destroyed without a explosion
Reimplemented in OBJ_SHIP_CARRIER. |
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load a ware from a carrier or station (ship must be in these environments)
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As Stop(), stops a currently running synchronous SA_ system call (by calling SA_StopObject()) but return SACMDFINISH_BREAK.
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removes the formation leader of all ships in sh_FormationShips and clears sh_FormationShips.
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removes the given ship from sh_FormationShips
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removes ship from formation
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removes laser
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removes rocket
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removes shield
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sets the formation of the ships as specified in sh_FormationType. a_removedidx if >=0 the last ship (in sh_FormationShips) gets removed and inserted on the position specified in this parameter |
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find a leader wich meets the requirements specified in parameter a_flag. a_flag can be SHIP_NEWLEADER_BY_CLASS, SHIP_NEWLEADER_BY_STRENGTH or SHIP_NEWLEADER_BY_SPEED returns the new leader |
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See Functions common in every object.
Reimplemented in OBJ_SHIP_CARRIER, OBJ_SPACEFLY, OBJ_MINE, OBJ_ORBITALLASER, and OBJ_SATELLITECLASS. |
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sell a ware to a station (ship must be in these environments)
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sets this ship as the player´s ship in the sector engine.
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set sh_Attacker
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sets sh_AttackTarget
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select the given rockettype as actual see *_W_ROCKET subtype constants-definitions |
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sets sh_Destination
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See Functions common in every object.
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sets sh_ContainerUpgrades
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sets sh_FollowMode
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sets sh_FormationLeader
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sets the type of the formation Shipformations
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sets relation between this ship and the given raceid as specified in "relation". relation 1 means friendly, -1 means enemy, 0 means neutral |
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sets sh_Hired
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returns sh_MaxShieldType
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See Functions common in every object.
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sets sh_OwnerObject . This function sets the owner object of a ship.
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sets sh_PilotFace
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sets sh_PilotID
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set sh_PilotName
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set sh_IsPlayerWingMen to TRUE/FALSE
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set the position of the ship regardless if in actual sector or not. Useful settings for each coordinate range from -10000*STPOS_SHIP to 10000*STPOS_SHIP. Gates are placed at 12000*STPOS_SHIP. |
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sets the relation between the race (given in GALOBJ) and this shíp as specified in "relation" |
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The objects relation mask is updated based on the notoriets from the ship´s owner towards all races!
Reimplemented in OBJ_SHIP_CARRIER. |
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sets relations between this ship´s owner and all other races as specified in "relation" relation 1 means friendly, -1 means enemy, 0 means neutral |
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sets the rotation of the ship if the ship is in active sector. Useful values for alpha and gamma range from 0 to 0xffff, and for beta from -0x4000 to 0x4000. |
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moves the ship to a save position. Checks for possible collisions with other objects and changes the coordinates if necessary. |
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sets sh_Shield
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Sets the type of a ware (TYPECODE(maintype,subtype)) that the ship should load when it docks at a station specified with COMMAND_GET_WARE and similar. Macro Definitions |
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set sh_Name
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StartAction defines which command is the default. Here it is COMMAND_NONE.
Reimplemented in OBJ_SHIP_M0, OBJ_SHIP_M1, OBJ_SHIP_M2, OBJ_SHIP_M6, OBJ_SHIP_FIGHTER, OBJ_SHIP_TS, OBJ_SHIP_GONER, OBJ_SHIP_UFO, OBJ_SHIP_ASTRONAUT, OBJ_SPACEFLY, OBJ_FIGHTDRONE, OBJ_MINE, OBJ_ORBITALLASER, and OBJ_SATELLITECLASS. |
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Starts execution of certain COMMAND. This function is safe to use at any time. The ship will stop the currently executing COMMAND, if any, and start executing the new command. The function returns immediately. See Commands |
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For commands that need 2 parameters. See also StartExecuteCommand().
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Ths ship starts to follow another ship (the leader). This even works when the leader flies to another sector. The ship will stay in this mode until the leader is destroyed. |
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Sends the ship on a mission to kill a specific target. This is asynchronous, the function immediately returns.
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The ship is sent to an infinite mission to kill any enemy ships. This is the asynchronous version. (asynchronous).
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Kill any enemies in the sector and return to the hangar if no enemies are left. (asynchronous).
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Sends the ship on a mission to kill a specific target. Once the target is killed, check for any other enemy targets to kill. If no enemy can be found, return to hangar. This is asynchronous, the function immediately returns.
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Kill one ship, then if it is gone, kill all other enemies (asynchronous).
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The ship starts from Hangar gfrom, flies to the sector of destination hangar ghangar and lands there. Just starts a COMMAND_MOVE_STATION to ghangar. (async) |
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Stops a currently running synchronous SA_ system call (by calling SA_StopObject()) and return SACMDFINISH_STOPPED.
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same as StopCommand
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Terminates any current activity of the ship. The current task (and COMMAND) is stopped and the ship will wait with speed = 0. |
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adds money to the ship-owner
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same as AddWare()
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unload a ware to a carrier or station (ship must be in these environments)
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Currently executed Action Actions.
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the partner-object involved in certain commands (e.g COMMAND_ATTACK)
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last attacker
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the target of a ship, set by scripts
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primary target or current commant
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secondary target (for combined commands)
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script type for secondary target
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script type for primary target
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number of container-upgrades
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the destination of a ship, set by scripts
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in seconds (set from OBJ_PLAYER.GetAge()) !
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probability when to fire a missile, 0 to 100 %
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in seconds
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handle to the formation-leader ship
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ships that are in formation, too
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actual type of the formation Shipformations
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Galaxy Sub-Type (SG_SH_XX).
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current hull strength
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currently installed lasers. The size of the array is the number of lasers the ship can have installed. The function could return NULL if the shiptype does not support any installed devices.
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time of last unfriedly-action (attack)
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summarized laserstrength of currently installed lasers
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number of maximum reloadable rockets (from editor)
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summarized shieldstrength of currently installed shields
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max. useable Shield subtype
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Name of the ship.
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how many lasers can be installed in this ship?
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how many shields can be installed in this ship?
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can be a Dock, Factory... It is also the home base for that ship (but not the race-obj). Setting to NULL is ok, the ship is then homeless.
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a face id which is used for the speaker.
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number of pilot (for communication); depends on race of pilot (only needed for pirates)
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derived from the object ID and sort of random
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currently installed rocket (see *_W_ROCKET subtype constants-definitions)
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actual shield strength (in galaxy case)
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array of currently installed shields (see DefSh)
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the speed of the slowest ship in formation
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Sector Sub-Type (SS_SH_XX), determines the body (polygon model) used for this ship when it is visible (=in current sector).
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number of used up cargo bay units
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the amount of the ware that the ship should load when it docks at a station (specified with COMMAND_GET_WARE)
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the type of ware that the ship should load when it docks at a station (specified with COMMAND_GET_WARE)
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the price of the ware that the ship should load when it docks at a station (specified with COMMAND_GET_WARE)
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loaded ware (amount), including laser, shields and rockets in container; format: {TYPECODE(gtype, gsubtype),amount}, see also Macro Definitions
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