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Function DoEDrainEffect

Descent3/damage.cpp:695–708  ·  view source on GitHub ↗

Event to handle damage effect

Source from the content-addressed store, hash-verified

693
694// Event to handle damage effect
695void 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
711void DecreasePlayerEnergy(int slot, float energy) {

Callers

nothing calls this directly

Calls 2

DrawAlphaBlendedScreenFunction · 0.85
CreateNewEventFunction · 0.85

Tested by

no test coverage detected