void
NetGameClient::DoWepDestroy(NetMsg* msg)
{
	if (!msg) return;

	NetWepDestroy destroy;
	destroy.Unpack(msg->Data());

	Shot* shot = FindShotByObjID(destroy.GetObjID());
	if (shot) {
		if (shot->IsBeam())
		::Print("NetGameClient::DoWepDestroy shot '%s'\n", shot->Name());

		shot->Destroy();
	}
}
void
NetGameClient::DoObjKill(NetMsg* msg)
{
	if (!msg) return;

	NetObjKill obj_kill;
	obj_kill.Unpack(msg->Data());

	Ship* ship = FindShipByObjID(obj_kill.GetObjID());
	if (ship) {
		Ship* killer = FindShipByObjID(obj_kill.GetKillerID());
		Text  killer_name = Game::GetText("NetGameClient.unknown");

		if (killer)
		killer_name = killer->Name();

		// log the kill:
		switch (obj_kill.GetKillType()) {
		default:
		case NetObjKill::KILL_MISC:
			Print("Ship '%s' destroyed (misc) (%s)\n", ship->Name(), FormatGameTime());
			break;

		case NetObjKill::KILL_PRIMARY:
		case NetObjKill::KILL_SECONDARY:
			Print("Ship '%s' killed by '%s' (%s)\n", ship->Name(), killer_name.data(), FormatGameTime());
			break;

		case NetObjKill::KILL_COLLISION:
			Print("Ship '%s' killed in collision with '%s' (%s)\n", ship->Name(), killer_name.data(), FormatGameTime());
			break;

		case NetObjKill::KILL_CRASH:
			Print("Ship '%s' destroyed (crash) (%s)\n", ship->Name(), FormatGameTime());

		case NetObjKill::KILL_DOCK:
			Print("Ship '%s' docked (%s)\n", ship->Name(), FormatGameTime());
		}

		// record the kill in the stats:
		if (killer && obj_kill.GetKillType() != NetObjKill::KILL_DOCK) {
			ShipStats* kstats = ShipStats::Find(killer->Name());
			if (kstats) {
				if (obj_kill.GetKillType() == NetObjKill::KILL_PRIMARY)
				kstats->AddEvent(SimEvent::GUNS_KILL, ship->Name());
				
				else if (obj_kill.GetKillType() == NetObjKill::KILL_SECONDARY)
				kstats->AddEvent(SimEvent::MISSILE_KILL, ship->Name());
			}

			if (killer && killer->GetIFF() != ship->GetIFF()) {
				if (ship->GetIFF() > 0 || killer->GetIFF() > 1)
				kstats->AddPoints(ship->Value());
			}
		}

		ShipStats* killee = ShipStats::Find(ship->Name());
		if (killee) {
			if (obj_kill.GetKillType() == NetObjKill::KILL_DOCK)
			killee->AddEvent(SimEvent::DOCK, killer_name);
			else 
			killee->AddEvent(SimEvent::DESTROYED, killer_name);
		}

		if (obj_kill.GetKillType() == NetObjKill::KILL_DOCK) {
			FlightDeck* deck = killer->GetFlightDeck(obj_kill.GetFlightDeck());
			sim->NetDockShip(ship, killer, deck);
		}
		else {
			ship->InflictNetDamage(ship->Integrity());
			ship->DeathSpiral();

			if (!obj_kill.GetRespawn())
			ship->SetRespawnCount(0);
			else
			ship->SetRespawnLoc(obj_kill.GetRespawnLoc());
		}
	}

	// this shouldn't happen in practice, 
	// but if it does, this is what should be done:
	else {
		Shot* shot = FindShotByObjID(obj_kill.GetObjID());

		if (shot) {
			::Print("NetGameClient::DoObjKill destroying shot '%s'\n", shot->Name());
			shot->Destroy();
		}
	}
}