Event to handle damage effect
| 693 | |
| 694 | // Event to handle damage effect |
| 695 | void DoEDrainEffect(int eventnum, void *data) { |
| 696 | float edrain_norm = Players[Player_num].edrain_magnitude / MAX_EDRAIN_MAG; |
| 697 | |
| 698 | if (edrain_norm > 1.0) |
| 699 | edrain_norm = 1.0; |
| 700 | |
| 701 | DrawAlphaBlendedScreen(0, 0, 1.0, .6 * edrain_norm); |
| 702 | |
| 703 | // If we're all done, just stop. Else, make another event! |
| 704 | if (Players[Player_num].edrain_magnitude < .0001f) |
| 705 | Players[Player_num].edrain_magnitude = 0.0; |
| 706 | else |
| 707 | CreateNewEvent(RENDER_EVENT, EDRAIN_EFFECT, 0, NULL, 0, DoEDrainEffect); |
| 708 | } |
| 709 | |
| 710 | // Decreases a players shields |
| 711 | void DecreasePlayerEnergy(int slot, float energy) { |
nothing calls this directly
no test coverage detected