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hub / github.com/assaultcube/AC / particle_splash

Function particle_splash

source/src/renderparticles.cpp:564–582  ·  view source on GitHub ↗

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562}
563
564void 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
584void particle_cube(int type, int num, int fade, int x, int y)
585{

Callers 5

damageeffectFunction · 0.85
splashMethod · 0.85
attackfxMethod · 0.85
loopvFunction · 0.85
particle_emitFunction · 0.85

Calls

no outgoing calls

Tested by

no test coverage detected