p_enemy.c
/* a move in p_base.c caused a flying skull to hit another thing or a wall */
a move in p_base.c caused a flying skull to hit another thing or a wall
a move in p_base . c caused a flying skull to hit another thing or a wall
void L_SkullBash (mobj_t *mo)
{
	int	damage;
	mobj_t	*skullthing;
	const mobjinfo_t* moinfo = &mobjinfo[mo->type];
	skullthing = (mobj_t *)mo->extradata;
	if (skullthing)
	{
		mo->extradata = 0;
		damage = ((P_Random()&7)+1)* moinfo->damage;
		P_DamageMobj (skullthing, mo, mo, damage);
	}
	mo->flags &= ~MF_SKULLFLY;
	mo->momx = mo->momy = mo->momz = 0;
	P_SetMobjState (mo, moinfo->spawnstate);
}
void L_SkullBash ( mobj_t * mo ) { int damage ; mobj_t * skullthing ; const mobjinfo_t * moinfo = & mobjinfo [ mo -> type ] ; skullthing = ( mobj_t * ) mo -> extradata ; if ( skullthing ) { mo -> extradata = 0 ; damage = ( ( P_Random ( ) & 7 ) + 1 ) * moinfo -> damage ; P_DamageMobj ( skullthing , mo , mo , damage ) ; } mo -> flags &= ~ MF_SKULLFLY ; mo -> momx = mo -> momy = mo -> momz = 0 ; P_SetMobjState ( mo , moinfo -> spawnstate ) ; }
a move in p_base.c caused a flying skull to hit another thing or a wall
a move in p_base . c caused a flying skull to hit another thing or a wall