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Method UpdateDamageEffect

scripts/AIGame3.cpp:5681–5701  ·  view source on GitHub ↗

Handles the healing effects

Source from the content-addressed store, hash-verified

5679
5680// Handles the healing effects
5681void AlienBoss::UpdateDamageEffect(int me) {
5682 // See if it's time to create the next energy effect
5683 if (memory->next_damage_effect_time <= Game_GetTime()) {
5684 memory->next_damage_effect_time = Game_GetTime() + AB_DAMAGE_EFFECT_INTERVAL;
5685
5686 float curr_damage;
5687 curr_damage = memory->damage;
5688 if (curr_damage > memory->damage_threshold)
5689 curr_damage = memory->damage_threshold;
5690
5691 if (curr_damage > 0.0f && memory->damage_threshold != 0.0f) {
5692 float spark_rate;
5693
5694 spark_rate = (curr_damage / memory->damage_threshold) * AB_MAX_DAMAGE_SPARK_RATE;
5695 aObjSpark(me, spark_rate, AB_DAMAGE_EFFECT_INTERVAL);
5696 }
5697
5698 // do the following for debugging purposes
5699 // Obj_Create(OBJ_WEAPON, teleport_effect_id, memory->dest_room, &memory->dest_pos, NULL, me);
5700 }
5701}
5702
5703// Start healing fog protection
5704void AlienBoss::StartHealing(int me) {

Callers

nothing calls this directly

Calls 1

aObjSparkFunction · 0.85

Tested by

no test coverage detected