Event to handle damage effect
| 660 | |
| 661 | // Event to handle damage effect |
| 662 | void 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 |
| 678 | void DecreasePlayerShields(int slot, float damage) { |
nothing calls this directly
no test coverage detected