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sfall/artifacts/scripting/headers/lib.obj.h
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#ifndef LIB_OBJ_H
#define LIB_OBJ_H
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#include "define_lite.h"
#include "define_extra.h"
/**
* Object name or (null) if it's 0. Helps to avoid crashes when debugging.
* @arg {ObjectPtr} obj
* @ret {string}
*/
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#define obj_name_safe(obj) (obj_name(obj) if obj else "(null)")
/**
* Active weapon of a given *critter* (player or NPC).
* @arg {ObjectPtr} critter
* @ret {ObjectPtr}
*/
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#define get_active_weapon(critter) critter_inven_obj(critter, (2 - active_hand) if critter == dude_obj else INVEN_TYPE_RIGHT_HAND)
/**
* Checks if given *critter* has line-of-fire to the given *target*.
* In FO2, regular "line of sight" checks are usually unreliable, due to how scenery flags are configured. So LoF checks are a good alternative.
* @arg {ObjectPtr} critter
* @arg {ObjectPtr} target
* @ret {bool}
*/
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#define obj_has_lof_to_obj(critter, target) (obj_blocking_line(critter, tile_num(target), BLOCKING_TYPE_SHOOT) == target)
/**
* Checks if given *critter* has line-of-fire to *target* and also passes a normal perception check (can "hear" it).
* @arg {ObjectPtr} critter
* @arg {ObjectPtr} target
* @ret {bool}
*/
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#define obj_can_hear_and_shoot_obj(critter, target) (obj_can_hear_obj(critter, target) and obj_has_lof_to_obj(critter, target))
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#endif