Creates a fireball vis effect for the specified object The explosion size is based on the object size times the size_scale The fireball type will be randomly selected based on the explosion size Returns the visnum of the fireball
| 1212 | // The fireball type will be randomly selected based on the explosion size |
| 1213 | // Returns the visnum of the fireball |
| 1214 | int CreateObjectFireball(object *objp, float size_scale) { |
| 1215 | int expl_type = GetRandomExplosion(objp->size * size_scale); |
| 1216 | float expl_size = objp->size * size_scale * 2.0; |
| 1217 | int fireball_visnum = CreateFireball(&objp->pos, expl_type, objp->roomnum, VISUAL_FIREBALL); |
| 1218 | if (fireball_visnum >= 0) |
| 1219 | VisEffects[fireball_visnum].size = expl_size; |
| 1220 | return fireball_visnum; |
| 1221 | } |
| 1222 | // ------------------------------------------------------------------------------------------------------- |
| 1223 | // do whatever needs to be done for this piece of debris for this frame |
| 1224 | void DoDebrisFrame(object *obj) { |
no test coverage detected