2 ITEM(terrorscythe
, meleeweapon
)
5 //virtual truth HitEffect(character*, character*, v2, int, int, truth);
13 truth terrorscythe::HitEffect (character *Enemy, character* Hitter, v2 HitPos, int BodyPartIndex, int Direction, truth BlockedByArmour) {
14 truth BaseSuccess = meleeweapon::HitEffect(Enemy, Hitter, HitPos, BodyPartIndex, Direction, BlockedByArmour);
15 if (!IsBroken() && Enemy->IsEnabled() && !(RAND() % 3)) {
17 if (Enemy->IsPlayer() || Hitter->IsPlayer() || Enemy->CanBeSeenByPlayer() || Hitter->CanBeSeenByPlayer()) {
18 ADD_MESSAGE("%s scythe terrifies %s.", Hitter->CHAR_POSSESSIVE_PRONOUN, Enemy->CHAR_DESCRIPTION(DEFINITE));
21 if (Enemy->IsPlayer() || Enemy->CanBeSeenByPlayer()) {
22 ADD_MESSAGE("The scythe terrifies %s.", Enemy->CHAR_DESCRIPTION(DEFINITE));
25 Enemy->BeginTemporaryState(PANIC, 200 + RAND_N(100));