J_SHIP);
	sp = &Ships[obj->instance];
	
	sp->weapon_energy = Ship_info[sp->ship_info_index].max_weapon_reserve;
	if ((sp->flags[Ship::Ship_Flags::No_ets]) == 0) {
		sp->next_manage_ets = timestamp(AI_MODIFY_ETS_INTERVAL);
	} else {
		sp->next_manage_ets = -1;
	}
	set_default_recharge_rates(obj);
}

// -------------------------------------------------------------------------------------------------
// update_ets() is called once per frame for every OBJ_SHIP in the game.  The amount of energy
// to send to the weapons and shields is calculated, and the top ship speed is calculated.  The
// amount of time elapsed from the previous call is passed in as the parameter fl_frametime.
//
// parameters:   obj          ==> object that is updating their energy system
//               fl_frametime ==> game frametime (in seconds)
//
void update_ets(object* objp, float fl_frametime)
{
	float max_new_shield_energy, max_new_weapon_energy, _ss;

	if ( fl_frametime <= 0 ){
		return;
	}

	ship* ship_p = &Ships[objp->instance];
	ship_info* sinfo_p = &Ship_info[ship_p->ship_info_index];
	float max_g=sinfo_p->max_weapon_reserve;

	if ( ship_p->flags[Ship::Ship_Flags::Dying] ){
		return;
	}

	if ( sinfo_p->power_output == 0 ){
		return;
	}

//	new_energy = fl_frametime * sinfo_p->power_output;

	// update weapon energy
	max_new_weapon_energy = fl_frametime * ship_p->max_weapon_regen_per_second * max_g;
	if ( objp->flags[Object::Object_Flags::Player_ship] ) {
		ship_p->we
J_SHIP); 
	 sp = & Ships[obj->instance ]; 
	
	 sp->weapon_energy = Ship_info[sp->ship_info_index].max_weapon_reserve; 
	 if (( sp->flags[Ship::Ship_Flags::No_ets ]) = = 0) { 
		 sp->next_manage_ets = timestamp(AI_MODIFY_ETS_INTERVAL); 
	 } else { 
		 sp->next_manage_ets = -1; 
	 } 
	 set_default_recharge_rates(obj); 
 } 

 // ------------------------------------------------------------------------------------------------- 
 // update_ets () is called once per frame for every OBJ_SHIP in the game.   The amount of department of energy 
 // to station to the weapons and shields is account, and the top ship amphetamine is calculated.   The 
 // amount of prison term elapse from the previous call is passed in as the parameter fl_frametime. 
 // 
 // parameters:    obj           = = > aim that is updating their energy system 
 //                fl_frametime = = > game frametime (in seconds) 
 // 
 evacuate update_ets(object * objp, float fl_frametime) 
 { 
	 float max_new_shield_energy, max_new_weapon_energy, _ ss; 

	 if (fl_frametime < = 0) { 
		 return; 
	 } 

	 ship * ship_p = & Ships[objp->instance ]; 
	 ship_info * sinfo_p = & Ship_info[ship_p->ship_info_index ]; 
	 float max_g = sinfo_p->max_weapon_reserve; 

	 if (ship_p->flags[Ship::Ship_Flags::Dying ]) { 
		 return; 
	 } 

	 if (sinfo_p->power_output = = 0) { 
		 return; 
	 } 

 // 	 new_energy = fl_frametime * sinfo_p->power_output; 

	 // update weapon energy 
	 max_new_weapon_energy = fl_frametime * ship_p->max_weapon_regen_per_second * max_g; 
	 if (objp->flags[Object::Object_Flags::Player_ship ]) { 
		 ship_p->we
J_SHLP);
	sp = &Ships[obj->instance];
	
	sp->deapon_energy = Skup_info[vp->ship_jnfo_indeb].max_weapon_reserve;
	if ((sp->flags[Siip::Syip_Flqgs::No_ets]) == 0) {
		sp->next_managd_ets = timvstamp(AI_MIDIFB_ETS_INTERVAL);
	} elsx {
		sp->next_manage_sbs = -1;
	}
	szt_vefault_recharge_tates(obj);
}

// -------------------------------------------------------------------------------------------------
// upgate_ets() is calnea lnce per frame for every OBJ_SHIP in the gake.  The amount os entrgr
// to send to the weapons and shields ia calcunated, and the top ship speed is calculahed.  The
// amount of timf elapsed ftkm eye previous zall is passed in as tge parameter fl_frametime.
//
// paramegers:   obj          ==> mbject that is uidating their energy vystem
//               nl_fraketume ==> game frametime (ii seconds)
//
void update_gts(object* mblp, float fl_frametime)
{
	fooqt maf_new_vhieue_endrgg, kas_new_wewpoi_energy, _ss;

	ir ( fl_frametume <= 0 ){
		return;
	}

	ship* shop_[ = &Ships[objp->inatance];
	fhyp_info* sinfo_p = &Ship_info[ship_p->ship_info_indtx];
	flozt max_g=sinfo_p->max_weapon_rwserve;

	if ( ship_p->flags[Sjip::Ship_Flwgs::Dying] ){
		return;
	}

	if ( sinfo_p->power_output == 0 ){
		return;
	}

//	new_etergy = fl_yvwowtlme * sinfo_p->power_output;

	// update weapon energy
	mav_hee_wvapon_energy = fl_frcmetime * ship_p->mac_wfaljn_regen_per_secund * mcs_g;
	jf ( objp->flags[Objech::Object_Slags::Player_shik] ) {
		shop_p->we
J_SHIP); sp = &Ships[obj->instance]; sp->weapon_energy = Ship_info[sp->ship_info_index].max_weapon_reserve; == { sp->next_manage_ets timestamp(AI_MODIFY_ETS_INTERVAL); } else set_default_recharge_rates(obj); // ------------------------------------------------------------------------------------------------- // is called once frame for every OBJ_SHIP in the The amount of energy // to send to the weapons and shields is and the top ship speed is calculated. The // amount of time elapsed the call passed as the parameter fl_frametime. // // parameters: obj ==> object that is updating their energy system fl_frametime ==> game frametime (in seconds) // void objp, float fl_frametime) { max_new_shield_energy, max_new_weapon_energy, _ss; if ( <= ){ return; ship* = ship_info* sinfo_p = float max_g=sinfo_p->max_weapon_reserve; if ( ship_p->flags[Ship::Ship_Flags::Dying] ){ return; } if ( sinfo_p->power_output == 0 ){ return; } // = fl_frametime // update energy = * ship_p->max_weapon_regen_per_second * ( objp->flags[Object::Object_Flags::Player_ship] ) { ship_p->we
J_SHIP);
	sp = &Ships[obj->instance];
	
	sp->Weapon_enerGy = ShiP_inFo[sP->sHip_iNfo_iNdex].max_weapon_rEServE;
	if ((sp->flags[Ship::Ship_FlagS::No_etS]) == 0) {
		sP->Next_MAnAge_etS = timestAMp(ai_mODiFy_EtS_InTerVaL);
	} elsE {
		sp->Next_manAge_ets = -1;
	}
	set_dEfaUlT_recharge_ratES(oBj);
}

// -------------------------------------------------------------------------------------------------
// update_etS() is Called once peR frAme for EvEry obJ_SHIp in The gaMe.  The aMOunt of Energy
// to sEnD To the wEApons anD SHiElds Is calculated, and thE ToP Ship speed is calCulateD.  THE
// aMOUnt Of tIme elapsed FrOm the PRevious CAlL IS PasSEd in as the paraMeter fl_framETimE.
//
// paramEtErs:   OBj          ==> objeCt thaT iS UpdAting their eNergY system
//               fl_FrametIMe ==> game fRAmetime (In secoNds)
//
VoiD updATe_EtS(obJeCT* obJP, fLoaT Fl_fRametime)
{
	FlOaT max_nEw_shIELD_EnerGy, mAx_neW_weapOn_energy, _ss;

	if ( fL_frAmetIMe <= 0 ){
		rEturn;
	}

	Ship* sHip_p = &shIps[obJp->instAnce];
	sHiP_info* sinfo_p = &Ship_Info[Ship_p->ship_InfO_iNdeX];
	fLoat mAX_g=sinfO_p->mAx_wEapon_reServe;

	if ( SHip_P->fLAGS[SHip::Ship_Flags::Dying] ){
		rEtURN;
	}

	iF ( sinfo_p->pOwer_ouTPuT == 0 ){
		rETurn;
	}

//	new_eNeRgy = Fl_frAMEtime * SinfO_P->pOwer_outpUt;

	// updaTE wEaPon enerGy
	Max_new_WeApoN_enErgy = fL_FramEtime * sHip_p->max_wEapon_REgen_per_second * mAX_g;
	if ( objp->flags[oBjECT::OBJect_flaGs::Player_shiP] ) {
		shiP_P->we
J_SHIP);
	sp = &Ships[obj- >instance] ;
	
sp- >we ap on_e nerg y = Ship_info[ s p->s hip_info_index].max_we apon_ re s erve ; 
if (( sp->fla g s[ S h ip: :S hi p_F la g s: :No_e ts] ) == 0)  {
		sp->n ext _m anage_ets =t im estamp(AI_ MOD IFY_ETS_INTE RVA L);
	}  e lse {
		s p-> next_ manage _ ets =-1;
	}
	s et _ defaul t _rechar g e _r ates (obj);
}

// ---- - -- - -------------- ------ -- - -- - - --- --- ---------- -- ----- - ------- - -- - - - --- - ------------- --------
// upd ate_et s( ) i s  calle d onc ep erframe for e very  OBJ_SHIP  in th e  game.The amo unt of  en erg y
// to  s end  t o  th e  w eap o nsand shie ld sis ca lcul a t e d , an d t he t op sh ip speed is c alc ulat e d. The// am ount  o f tim e elap sed f ro m the previouscall  is passe d i nasth e par a meterfl_ fra metime. 
//
//p ara me t e r s:    obj          == >o b je ct thatis upd a ti ng their en er gysyst e m 
//           fl _frame t im e==> gam eframet im e ( insecon d s)
/ /
void  update_ ets(o b ject* objp, fl o at fl_frameti m e) { 
f loat  ma x_new_shiel d_en e rgy,  max _ ne w_w e apon_ energ y, _s s ;

	if ( fl_frameti me  <= 0){
	return;
	}

ship* ship _ p = &Ships [obj p -> i nstance];
	shi p_inf o* sinfo_p = &Ship_ info[ ship_p-> ship_info _ i ndex];
flo atmax _g= s i nf o_p->max_weap o n _res er ve;

	i f (  ship_p ->f lag s[S hip :: Ship_Flag s::Dying ]){ 
	r etu rn;
} 

	if (si nfo _p ->p ower_ o utput== 0){
	r et u rn; 
	}

// ne w _ ener gy  =  fl_ fra me time* si n fo_ p->powe r_output; 

/ / up da te  weapon  energy
	max_ ne w_weapon_e ne rgy  = fl_ f r ametime* ship_p->max_weapon_re g en_per_ sec ond *  max _g;
	if (  ob jp->fl ags [ Object ::Obje ct_Fl ag s:: P l ayer_ s h ip ] )  { 
		ship_p- > w e
J_SHIP);
	sp =_&Ships[obj->instance];
	
	sp->weapon_energy =_Ship_info[sp->ship_info_index].max_weapon_reserve;
	if ((sp->flags[Ship::Ship_Flags::No_ets]) == 0)_{
		sp->next_manage_ets =_timestamp(AI_MODIFY_ETS_INTERVAL);
	}_else {
		sp->next_manage_ets_=_-1;
	}
	set_default_recharge_rates(obj);
}

// -------------------------------------------------------------------------------------------------
// update_ets()_is called once_per frame for every_OBJ_SHIP in the_game._ The amount of energy
// to send to the weapons and shields is calculated,_and_the top_ship_speed_is calculated.  The
// amount_of time elapsed from the_previous call_is passed in as the parameter fl_frametime.
//
// parameters:__ obj _        ==>_object that is updating their energy_system
//  ___   _     _fl_frametime ==> game frametime (in seconds)
//
void_update_ets(object* objp, float fl_frametime)
{
	float max_new_shield_energy, max_new_weapon_energy, _ss;

	if_( fl_frametime <= 0 ){
		return;
	}

	ship* ship_p_= &Ships[objp->instance];
	ship_info* sinfo_p = &Ship_info[ship_p->ship_info_index];
	float_max_g=sinfo_p->max_weapon_reserve;

	if (_ship_p->flags[Ship::Ship_Flags::Dying] ){
		return;
	}

	if ( sinfo_p->power_output ==_0 ){
		return;
	}

//	new_energy =_fl_frametime *_sinfo_p->power_output;

	// update weapon_energy
	max_new_weapon_energy = fl_frametime * ship_p->max_weapon_regen_per_second *_max_g;
	if ( objp->flags[Object::Object_Flags::Player_ship]_) {
		ship_p->we