| 894 | static void check_lg_inform(object *A, object *B); |
| 895 | |
| 896 | bool IsOKToApplyForce(object *objp) { |
| 897 | if (Game_mode & GM_MULTI) { |
| 898 | if (objp->type == OBJ_PLAYER) { |
| 899 | if (objp != Player_object) |
| 900 | return false; |
| 901 | } else { |
| 902 | if (objp->type != OBJ_WEAPON && objp->type != OBJ_POWERUP && Netgame.local_role != LR_SERVER) |
| 903 | return false; |
| 904 | } |
| 905 | } |
| 906 | |
| 907 | if (objp->mtype.phys_info.mass == 0.0) |
| 908 | return false; |
| 909 | |
| 910 | if (objp->movement_type != MT_PHYSICS && objp->movement_type != MT_WALKING) |
| 911 | return false; |
| 912 | |
| 913 | if (objp->mtype.phys_info.flags & PF_PERSISTENT) |
| 914 | return false; |
| 915 | |
| 916 | if (objp->mtype.phys_info.flags & PF_LOCK_MASK) // Not done! |
| 917 | return false; |
| 918 | |
| 919 | return true; |
| 920 | } |
| 921 | |
| 922 | struct vec2d { |
| 923 | float i, j; |
no outgoing calls
no test coverage detected