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 if (!IsBroken() && Enemy
->IsEnabled() && !(RAND()%3)) {
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
));
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));