though if there is going to be a lot of demand it might be a good idea to make a flicker(x) function, just a thought.
ok, new build I'm prety sure this just about sums everything up, the only thing it lacks is a rand function, because I'm going to use the one in FS already so I need to wait untill I reintegrate, and I've decided on how I'm going to implement it, it will be passed a variable, it will return a number between 0 and the number passed, this will make it simple to implement and generaly flexable.
I haven't done this yet, but it won't matter because it's currently just a stub feature anyway, rather than being passed a ship pointer, I'm going to have it pass an object pointer, and the evaluating functions for each of the ship variables will be able to handle weapons and shock waves and fireballs and any other object type the only place were it won't get a pointer is in the tech room, and in the sky box code.