Does a cool vis effect to announce a player or powerup
| 2135 | |
| 2136 | // Does a cool vis effect to announce a player or powerup |
| 2137 | void MultiAnnounceEffect(object *obj, float size, float time) { |
| 2138 | int visnum = VisEffectCreate(VIS_FIREBALL, BLAST_RING_INDEX, obj->roomnum, &obj->pos); |
| 2139 | if (visnum >= 0) { |
| 2140 | vector norm = {0, 1, 0}; |
| 2141 | vis_effect *vis = &VisEffects[visnum]; |
| 2142 | vis->size = size; |
| 2143 | vis->lifetime = time; |
| 2144 | vis->lifeleft = time; |
| 2145 | vis->custom_handle = Fireballs[BLUE_BLAST_RING_INDEX].bm_handle; |
| 2146 | vis->flags |= VF_PLANAR | VF_REVERSE; |
| 2147 | vis->end_pos = norm; |
| 2148 | } |
| 2149 | } |
| 2150 | |
| 2151 | // MultiProcessIncoming reads incoming data off the unreliable and reliable ports and sends |
| 2152 | // the data to process_big_data |
no test coverage detected