| 2061 | void PlayerShipSpewPart(object *obj, int subobjnum, float magnitude); |
| 2062 | |
| 2063 | void InitiatePlayerDeath(object *playerobj, bool melee, int fate) { |
| 2064 | if (!(Players[playerobj->id].flags & (PLAYER_FLAGS_DEAD + PLAYER_FLAGS_DYING))) { |
| 2065 | // player is dying. We don't want to make player dead yet. |
| 2066 | Players[playerobj->id].flags |= PLAYER_FLAGS_DYING; |
| 2067 | |
| 2068 | // Take care of stuff that should happen when you die |
| 2069 | ClearPlayerFiring(playerobj, PW_PRIMARY); |
| 2070 | ClearPlayerFiring(playerobj, PW_SECONDARY); |
| 2071 | |
| 2072 | // Start the death sequence |
| 2073 | StartPlayerDeath(playerobj->id, -playerobj->shields, melee, fate); |
| 2074 | } |
| 2075 | } |
| 2076 | |
| 2077 | // Chooses the style of death a player is going to use |
| 2078 | int PlayerChooseDeathFate(int slot, float damage, bool melee) { |
no test coverage detected