| 4054 | } |
| 4055 | |
| 4056 | void BattleUnit::spawnEnzymeSmoke(GameState &state) |
| 4057 | { |
| 4058 | // FIXME: Ensure this is proper, for now just emulating vanilla crudely |
| 4059 | // This makes smoke spawned by enzyme grow smaller when debuff runs out |
| 4060 | int divisor = std::max(1, 36 / enzymeDebuffIntensity); |
| 4061 | StateRef<DamageType> smokeDamageType = {&state, "DAMAGETYPE_SMOKE"}; |
| 4062 | // Power of 0 means no spread |
| 4063 | state.current_battle->placeHazard(state, owner, {&state, id}, smokeDamageType, position, |
| 4064 | smokeDamageType->hazardType->getLifetime(state), 0, divisor, |
| 4065 | false); |
| 4066 | } |
| 4067 | |
| 4068 | void BattleUnit::sendAgentEvent(GameState &state, GameEventType type, bool checkOwnership, |
| 4069 | bool checkVisibility) const |
nothing calls this directly
no test coverage detected