| 562 | } |
| 563 | |
| 564 | void particle_splash(int type, int num, int fade, const vec &p) |
| 565 | { |
| 566 | if(parttypes[type].type==PT_BLOOD && !blood) return; |
| 567 | if(fade == 0) fade = 1; |
| 568 | loopi(num) |
| 569 | { |
| 570 | const int radius = 150; |
| 571 | int x, y, z; |
| 572 | do |
| 573 | { |
| 574 | x = rnd(radius*2)-radius; |
| 575 | y = rnd(radius*2)-radius; |
| 576 | z = rnd(radius*2)-radius; |
| 577 | } |
| 578 | while(x*x+y*y+z*z>radius*radius); |
| 579 | vec d((float)x, (float)y, (float)z); |
| 580 | newparticle(p, d, rnd(fade*3), type); |
| 581 | } |
| 582 | } |
| 583 | |
| 584 | void particle_cube(int type, int num, int fade, int x, int y) |
| 585 | { |
no outgoing calls
no test coverage detected