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hub / github.com/DescentDevelopers/Descent3 / DoDamageEffect

Function DoDamageEffect

Descent3/damage.cpp:662–675  ·  view source on GitHub ↗

Event to handle damage effect

Source from the content-addressed store, hash-verified

660
661// Event to handle damage effect
662void DoDamageEffect(int eventnum, void *data) {
663 float damage_norm = Players[Player_num].damage_magnitude / MAX_DAMAGE_MAG;
664
665 if (damage_norm > 1.0)
666 damage_norm = 1.0;
667
668 DrawAlphaBlendedScreen(1.0, 0, 0, .4 * damage_norm);
669
670 // If we're all done, just stop. Else, make another event!
671 if (Players[Player_num].damage_magnitude < .0001f)
672 Players[Player_num].damage_magnitude = 0.0;
673 else
674 CreateNewEvent(RENDER_EVENT, DAMAGE_EFFECT, 0, NULL, 0, DoDamageEffect);
675}
676
677// Decreases a players shields
678void DecreasePlayerShields(int slot, float damage) {

Callers

nothing calls this directly

Calls 2

DrawAlphaBlendedScreenFunction · 0.85
CreateNewEventFunction · 0.85

Tested by

no test coverage detected