/**
 * Deal with weapon-ship hit stuff.
 * Separated from check_collision routine below because of multiplayer reasons.
 */
void ship_weapon_do_hit_stuff(object *pship_obj, object *weapon_obj, vec3d *world_hitpos, vec3d *hitpos, int quadrant_num, int submodel_num, vec3d /*not a pointer intentionaly*/ hit_dir)
{
    weapon	*wp = &Weapons[weapon_obj->instance];
    weapon_info *wip = &Weapon_info[wp->weapon_info_index];
    ship *shipp = &Ships[pship_obj->instance];
    float damage;
    vec3d force;

    vec3d worldNormal;
    model_instance_find_world_dir(&worldNormal, &hit_dir, shipp->model_instance_num, submodel_num, &pship_obj->orient);

    // Apply hit & damage & stuff to weapon
    weapon_hit(weapon_obj, pship_obj,  world_hitpos, quadrant_num, &worldNormal);

    if (wip->damage_time >= 0.0f && wp->lifeleft <= wip->damage_time) {
        if (wip->atten_damage >= 0.0f) {
            damage = (((wip->damage - wip->atten_damage) * (wp->lifeleft / wip->damage_time)) + wip->atten_damage);
        } else {
            damage = wip->damage * (wp->lifeleft / wip->damage_time);
        }
    } else {
        damage = wip->damage;
    }

    // deterine whack whack
    float		blast = wip->mass;
    vm_vec_copy_scale(&force, &weapon_obj->phys_info.vel, blast );

    // send player pain packet
    if ( (MULTIPLAYER_MASTER) && !(shipp->flags[Ship::Ship_Flags::Dying]) ) {
        int np_index = multi_find_player_by_object(pship_obj);

        // if this is a player ship
        if((np_index >= 0) && (np_index != MY_NET_PLAYER_NUM) && (wip->subtype == WP_LASER)) {
            send_player_pain_packet(&Net_players[np_index], wp->weapon_info_index, wip->damage * weapon_get_damage_scale(wip, weapon_obj, pship_obj), &force, hitpos, quadrant_num);
        }
    }

    ship_apply_local_damage(pship_obj, weapon_obj, world_hitpos, damage, quadrant_num, CREATE_SPARKS, submodel_num);

    // let the hud shield gauge know when Player or Player target is hit
    hud_shield_quadrant_hit(pship_obj, quadrant_num);

    // Let wingman status gauge know a wingman ship was hit
    if ( (Ships[pship_obj->instance].wing_status_wing_index >= 0) && ((Ships[pship_obj->instance].wing_status_wing_pos >= 0)) ) {
        hud_wingman_status_start_flash(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
    }

    // Apply a wack.  This used to be inside of ship_hit... duh! Ship_hit
    // is to apply damage, not physics, so I moved it here.
    // don't apply whack for multiplayer_client from laser - will occur with pain packet
    if (!((wip->subtype == WP_LASER) && MULTIPLAYER_CLIENT) ) {
        // apply a whack
        ship_apply_whack( &force, hitpos, pship_obj );
    }

}
// function to actually deal with weapon-ship hit stuff.  separated from check_collision routine below
// because of multiplayer reasons.
void ship_weapon_do_hit_stuff(object *ship_obj, object *weapon_obj, vec3d *world_hitpos, vec3d *hitpos, int quadrant_num, int submodel_num, vec3d /*not a pointer intentionaly*/ hit_dir)
{
	weapon	*wp = &Weapons[weapon_obj->instance];
	weapon_info	*wip = &Weapon_info[wp->weapon_info_index];
	ship *shipp = &Ships[ship_obj->instance];	
	float damage;
	vec3d force;		

	// Apply hit & damage & stuff to weapon
	weapon_hit(weapon_obj, ship_obj,  world_hitpos);

	damage = wip->damage;

	// deterine whack whack
	float		blast = wip->mass;
	vm_vec_copy_scale(&force, &weapon_obj->phys_info.vel, blast );	

	// send player pain packet
	if ( (MULTIPLAYER_MASTER) && !(shipp->flags & SF_DYING) ){
		int np_index = multi_find_player_by_object(ship_obj);

		// if this is a player ship
		if((np_index >= 0) && (np_index != MY_NET_PLAYER_NUM) && (wip->subtype == WP_LASER)){
			send_player_pain_packet(&Net_players[np_index], wp->weapon_info_index, wip->damage * weapon_get_damage_scale(wip, weapon_obj, ship_obj), &force, hitpos);
		}
	}	

	ship_apply_local_damage(ship_obj, weapon_obj, world_hitpos, damage, quadrant_num, CREATE_SPARKS, submodel_num);

	// let the hud shield gauge know when Player or Player target is hit
	hud_shield_quadrant_hit(ship_obj, quadrant_num);

	// Let wingman status gauge know a wingman ship was hit
	if ( (Ships[ship_obj->instance].wing_status_wing_index >= 0) && ((Ships[ship_obj->instance].wing_status_wing_pos >= 0)) ) {
		hud_wingman_status_start_flash(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
	}

	// Apply a wack.  This used to be inside of ship_hit... duh! Ship_hit
	// is to apply damage, not physics, so I moved it here.
	// don't apply whack for multiplayer_client from laser - will occur with pain packet
	if (!((wip->subtype == WP_LASER) && MULTIPLAYER_CLIENT) ) {		
		// apply a whack		
		ship_apply_whack( &force, hitpos, ship_obj );
	}

	if( (quadrant_num == -1) && Cmdline_decals ){
		weapon_info	*wip = &Weapon_info[Weapons[weapon_obj->instance].weapon_info_index];
		decal_point dec;
		dec.orient = weapon_obj->orient;
		vec3d hit_fvec;
		vm_vec_negate(&hit_dir);
		vm_vec_avg(&hit_fvec, &hit_dir, &weapon_obj->orient.vec.fvec);
		vm_vec_normalize(&hit_fvec);
		dec.orient.vec.fvec = hit_fvec;
		vm_fix_matrix(&dec.orient);
		dec.pnt.xyz = hitpos->xyz;
		dec.radius = wip->decal_rad;

		if ( (dec.radius > 0) && (wip->decal_texture.bitmap_id > -1) )
			decal_create(ship_obj, &dec, submodel_num, wip->decal_texture.bitmap_id, wip->decal_backface_texture.bitmap_id, wip->decal_glow_texture_id, wip->decal_burn_texture_id, wip->decal_burn_time);
	}
	

}