makes the player invulnerable
| 1580 | |
| 1581 | // makes the player invulnerable |
| 1582 | void MakePlayerInvulnerable(int slot, float time, bool play_sound_and_message) { |
| 1583 | ASSERT(slot >= 0 && slot < MAX_PLAYERS); |
| 1584 | Players[slot].flags |= PLAYER_FLAGS_INVULNERABLE; |
| 1585 | Players[slot].invulnerable_time = time; |
| 1586 | |
| 1587 | if (play_sound_and_message) { |
| 1588 | Players[slot].flags |= PLAYER_FLAGS_PLAYSOUNDMSGFORINVULN; |
| 1589 | static int inv_sound_on_id = -2; |
| 1590 | if (inv_sound_on_id == -2) |
| 1591 | inv_sound_on_id = FindSoundName("Invulnerability on"); |
| 1592 | |
| 1593 | if (inv_sound_on_id != -1) |
| 1594 | Sound_system.Play3dSound(inv_sound_on_id, &Objects[Players[slot].objnum], MAX_GAME_VOLUME / 2); |
| 1595 | |
| 1596 | if (slot == Player_num) { |
| 1597 | AddHUDMessage(TXT_INVULNON); |
| 1598 | } |
| 1599 | } |
| 1600 | } |
| 1601 | |
| 1602 | // makes the player invulnerable |
| 1603 | void MakePlayerVulnerable(int slot) { |
no test coverage detected