43 double radius,
const Damage *dmg,
44 const Pilot *parent,
int mode )
62 layer = SPFX_LAYER_FRONT;
66 else if (radius < 70./2.)
68 else if (radius < 100./2.)
70 else if (radius < 200./2.)
72 else if (radius < 300./2.)
74 else if (radius < 400./2.)
76 else if (radius < 500./2.)
83 spfx_add( efx, x, y, vx, vy, layer );
104 if (mode & EXPL_MODE_SHIP)
109 if ((mode & EXPL_MODE_MISSILE) || (mode & EXPL_MODE_BOLT))
110 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.