p_enemy.c
/* a move in p_base.c caused a missile to hit another thing or wall */
a move in p_base.c caused a missile to hit another thing or wall
a move in p_base . c caused a missile to hit another thing or wall
void L_MissileHit (mobj_t *mo)
{
	int	damage;
	mobj_t	*missilething;
	const mobjinfo_t* moinfo = &mobjinfo[mo->type];
	missilething = (mobj_t *)mo->extradata;
	if (missilething)
	{
		mo->extradata = 0;
		damage = ((P_Random()&7)+1)* moinfo->damage;
		P_DamageMobj (missilething, mo, mo->target, damage);
	}
	P_ExplodeMissile (mo);
}
void L_MissileHit ( mobj_t * mo ) { int damage ; mobj_t * missilething ; const mobjinfo_t * moinfo = & mobjinfo [ mo -> type ] ; missilething = ( mobj_t * ) mo -> extradata ; if ( missilething ) { mo -> extradata = 0 ; damage = ( ( P_Random ( ) & 7 ) + 1 ) * moinfo -> damage ; P_DamageMobj ( missilething , mo , mo -> target , damage ) ; } P_ExplodeMissile ( mo ) ; }
a move in p_base.c caused a missile to hit another thing or wall
a move in p_base . c caused a missile to hit another thing or wall