$$ACTION Custom Emit [f:Number=20.0] sparks from [o:Object] at [i:Gunpoint] aEmitSparksFromGunpoint Make object spark Makes an object emit sparks Parameters: Number: the number of sparks to create Object: the object to make sparks come out of Gunpoint: the gunpoint $$END */
| 1042 | $$END |
| 1043 | */ |
| 1044 | void aEmitSparksFromGunpoint(float num_sparks, int objhandle, int gunpoint) { |
| 1045 | int room; |
| 1046 | vector pos; |
| 1047 | |
| 1048 | if (!qObjExists(objhandle)) |
| 1049 | return; |
| 1050 | |
| 1051 | Obj_GetGunPos(objhandle, gunpoint, &pos); |
| 1052 | Obj_Value(objhandle, VF_GET, OBJV_I_ROOMNUM, &room); |
| 1053 | Game_CreateRandomSparks((int)num_sparks, &pos, room); |
| 1054 | } |
| 1055 | |
| 1056 | /* |
| 1057 | $$ACTION |
no test coverage detected