42void expl_explode(
double x,
double y,
double vx,
double vy,
double radius,
61 layer = SPFX_LAYER_FRONT;
63 if ( radius < 40. / 2. )
65 else if ( radius < 70. / 2. )
67 else if ( radius < 100. / 2. )
69 else if ( radius < 200. / 2. )
71 else if ( radius < 300. / 2. )
73 else if ( radius < 400. / 2. )
75 else if ( radius < 500. / 2. )
82 spfx_add( efx, x, y, vx, vy, layer );
100 const Pilot *parent,
int mode )
103 if ( mode & EXPL_MODE_SHIP )
108 if ((mode & EXPL_MODE_MISSILE) || (mode & EXPL_MODE_BOLT))
109 weapon_explode( x, y, radius, dmg->
type, dmg->
damage, parent, mode );
void expl_explode(double x, double y, double vx, double vy, double radius, const Damage *dmg, const Pilot *parent, int mode)
Does explosion in a radius (damage and graphics).
void expl_explodeDamage(double x, double y, double radius, const Damage *dmg, const Pilot *parent, int mode)
Does explosion damage in a radius.
Header file with generic functions and naev-specifics.
void pilot_explode(double x, double y, double radius, const Damage *dmg, const Pilot *parent)
Makes the pilot explosion.
int spfx_get(const char *name)
Gets the id of an spfx based on name.
void spfx_add(int effect, const double px, const double py, const double vx, const double vy, int layer)
Creates a new special effect.
Core damage that an outfit does.
The representation of an in-game pilot.