rem: spawn_butt_missile (ShipPtr) PELEMENT ShipPtr;
add: spawn_butt_missile (PELEMENT ShipPtr)
context: spawn_butt_missile (ShipPtr)PELEMENT ShipPtr;{#define SPATHI_REAR_OFFSET 20#define DISCRIMINATOR_LIFE 30#define DISCRIMINATOR_HITS 1#define DISCRIMINATOR_DAMAGE 2#define DISCRIMINATOR_OFFSET 4	HELEMENT ButtMissile;	STARSHIPPTR StarShipPtr;	MISSILE_BLOCK ButtMissileBlock;	GetElementStarShip (ShipPtr, &StarShipPtr);	ButtMissileBlock.cx = ShipPtr->next.location.x;	ButtMissileBlock.cy = ShipPtr->next.location.y;	ButtMissileBlock.farray = StarShipPtr->RaceDescPtr->ship_data.special;	ButtMissileBlock.face = ButtMissileBlock.index =			NORMALIZE_FACING (StarShipPtr->ShipFacing			+ ANGLE_TO_FACING (HALF_CIRCLE));	ButtMissileBlock.sender = ShipPtr->state_flags & (GOOD_GUY | BAD_GUY);	ButtMissileBlock.pixoffs = SPATHI_REAR_OFFSET;	ButtMissileBlock.speed = DISCRIMINATOR_SPEED;	ButtMissileBlock.hit_points = DISCRIMINATOR_HITS;	ButtMissileBlock.damage = DISCRIMINATOR_DAMAGE;	ButtMissileBlock.life = DISCRIMINATOR_LIFE;	ButtMissileBlock.preprocess_func = butt_missile_preprocess;	ButtMissileBlock.blast_offs = DISCRIMINATOR_OFFSET;	ButtMissile = initialize_missile (&ButtMissileBlock);	if (ButtMissile)	{		ELEMENTPTR ButtPtr;		LockElement (ButtMissile, &ButtPtr);		ButtPtr->turn_wait = TRACK_WAIT;		SetElementStarShip (ButtPtr, StarShipPtr);		UnlockElement (ButtMissile);		PutElement (ButtMissile);	}}