| 618 | void AEquipment::updateTB(GameState &state) { updateInner(state, TICKS_PER_TURN); } |
| 619 | |
| 620 | void AEquipment::prime(bool onImpact, int triggerDelay, float triggerRange) |
| 621 | { |
| 622 | if (type->type != AEquipmentType::Type::Grenade && type->type != AEquipmentType::Type::Ammo) |
| 623 | { |
| 624 | return; |
| 625 | } |
| 626 | |
| 627 | if (onImpact) |
| 628 | { |
| 629 | triggerType = TriggerType::Contact; |
| 630 | } |
| 631 | else |
| 632 | { |
| 633 | triggerType = type->trigger_type; |
| 634 | } |
| 635 | this->triggerDelay = triggerDelay; |
| 636 | this->triggerRange = triggerRange; |
| 637 | this->primed = true; |
| 638 | } |
| 639 | |
| 640 | void AEquipment::explode(GameState &state) |
| 641 | { |
no outgoing calls
no test coverage detected