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Jul 24th, 2014
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  1. Part 1 from LET_Projectile
  2. ///
  3. if (le->ref3) {
  4. /* Spawn blood particles (if defined) if actor(-body) was hit. Even if actor is dead. */
  5. /** @todo Special particles for stun attack (mind you that there is
  6. * electrical and gas/chemical stunning)? */
  7. if (le->fd->obj->dmgtype != csi.damStunGas)
  8. LE_ActorBodyHit(le->ref3, impact, le->angle);
  9. CL_ActorPlaySound(le->ref3, SND_HURT);
  10. }
  11. ///
  12.  
  13. Part 2 from LE_AddProjectile
  14.  
  15. ///
  16. /* Spawn blood particles (if defined) if actor(-body) was hit. Even if actor is dead. */
  17. /** @todo Special particles for stun attack (mind you that there is
  18. * electrical and gas/chemical stunning)? */
  19. if (leVictim) {
  20. if (fd->obj->dmgtype != csi.damStunGas)
  21. LE_ActorBodyHit(leVictim, impact, le->angle);
  22. if (fd->damage[0] > 0)
  23. CL_ActorPlaySound(leVictim, SND_HURT);
  24. }
  25. ///
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