2 ITEM(slowaxe
, meleeweapon
)
5 virtual truth
HitEffect(character
*, character
*, v2
, int, int, truth
);
12 truth
slowaxe::HitEffect (character
*Enemy
, character
*Hitter
, v2 HitPos
, int BodyPartIndex
, int Direction
, truth BlockedByArmour
) {
13 truth BaseSuccess
= meleeweapon::HitEffect(Enemy
, Hitter
, HitPos
, BodyPartIndex
, Direction
, BlockedByArmour
);
14 //fprintf(stderr, "chance: rnd=%d; add=%d; min=%d; max=%d\n", GetMagicEffectChance().rnd, GetMagicEffectChance().add, GetMagicEffectChance().rmin, GetMagicEffectChance().rmax);
15 //fprintf(stderr, "duration: rnd=%d; add=%d; min=%d; max=%d\n", GetMagicEffectDuration().rnd, GetMagicEffectDuration().add, GetMagicEffectDuration().rmin, GetMagicEffectDuration().rmax);
16 //fprintf(stderr, "dur=%d\n", GetMagicEffectDuration().rand());
17 if (/*!IsBroken() &&*/ Enemy
->IsEnabled() && /*!(RAND()%3)*/GetMagicEffectChance().inRange()) {
19 if (Enemy
->IsPlayer() || Hitter
->IsPlayer() || Enemy
->CanBeSeenByPlayer() || Hitter
->CanBeSeenByPlayer()) {
20 ADD_MESSAGE("%s axe chills %s.", Hitter
->CHAR_POSSESSIVE_PRONOUN
, Enemy
->CHAR_DESCRIPTION(DEFINITE
));
23 if (Enemy
->IsPlayer() || Enemy
->CanBeSeenByPlayer()) {
24 ADD_MESSAGE("The axe chills %s.", Enemy
->CHAR_DESCRIPTION(DEFINITE
));
27 //Enemy->BeginTemporaryState(SLOW, 400+RAND_N(200));
28 Enemy
->BeginTemporaryState(SLOW
, GetMagicEffectDuration().rand()); //400+RAND_N(200)