Force player to explode (this should be called to intercept the death sequencer's control of explosions
| 2684 | |
| 2685 | // Force player to explode (this should be called to intercept the death sequencer's control of explosions |
| 2686 | void StartPlayerExplosion(int slot) { |
| 2687 | Death[slot].max_time_dying = 0.0f; |
| 2688 | |
| 2689 | if (Death[slot].in_cockpit) { |
| 2690 | Death[slot].in_cockpit = false; |
| 2691 | SetHUDMode(HUD_LETTERBOX); |
| 2692 | Viewer_object = Death[slot].camera; // set the current viewer to be this new camera. |
| 2693 | } |
| 2694 | } |
| 2695 | |
| 2696 | // Detaches a subobject from the player ship |
| 2697 | void DeadPlayerShipHit(object *obj, int hit_room, vector *hitpt, float magnitude) { |
no test coverage detected