more potion types and meelee weapons from comm. fork (and light frog blood)
[k8-i-v-a-n.git] / src / game / gears / meleeweapon_slowaxe.cpp
blobc6db3d656a7eab59b1d1f870ad807c17bc92b53f
1 #ifdef HEADER_PHASE
2 ITEM(slowaxe, meleeweapon)
4 public:
5 virtual truth HitEffect(character*, character*, v2, int, int, truth);
6 };
9 #else
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 if (!IsBroken() && Enemy->IsEnabled() && !(RAND()%3)) {
15 if (Hitter) {
16 if (Enemy->IsPlayer() || Hitter->IsPlayer() || Enemy->CanBeSeenByPlayer() || Hitter->CanBeSeenByPlayer()) {
17 ADD_MESSAGE("%s axe chills %s.", Hitter->CHAR_POSSESSIVE_PRONOUN, Enemy->CHAR_DESCRIPTION(DEFINITE));
19 } else {
20 if (Enemy->IsPlayer() || Enemy->CanBeSeenByPlayer()) {
21 ADD_MESSAGE("The axe chills %s.", Enemy->CHAR_DESCRIPTION(DEFINITE));
24 Enemy->BeginTemporaryState(SLOW, 400+RAND_N(200));
25 return BaseSuccess;
27 return BaseSuccess;
31 #endif