| 648 | } |
| 649 | |
| 650 | void radialeffect(playerent *o, vec &v, int qdam, playerent *at, int gun) |
| 651 | { |
| 652 | if(o->state!=CS_ALIVE) return; |
| 653 | vec dir; |
| 654 | float dist = expdist(o, dir, v); |
| 655 | if(dist<EXPDAMRAD) |
| 656 | { |
| 657 | if(at == player1 && o != player1 && multiplayer(NULL)) accuracym[gun].hits += 1.0f-(float)dist/EXPDAMRAD; |
| 658 | int damage = (int)(qdam*(1-dist/EXPDAMRAD)); |
| 659 | hit(damage, o, at, dir, gun, true, int(dist*DMF)); |
| 660 | } |
| 661 | } |
| 662 | |
| 663 | vector<bounceent *> bounceents; |
| 664 |
no test coverage detected