radius_damage
native radius_damage(const Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier);
| Parameter |
Description |
| fExplodeAt | Center origin of sphere |
| iDamageMultiplier | Damage multiplier |
| iRadiusMultiplier | Sphere radius |
Hurts (and kills, if applicable) players in a sphere.
Players that have the DAMAGE_NO flag set in EV_INT_flags will be
ignored.
The sphere has four different damage zones. Below is pseudo-code of the
algorithm, indicating how damage will be dealt to players:
if (distance <= 5 * radius) damage(10 + random(1 * dmg_multi))
if (distance <= 4 * radius) damage(25 + random(2 * dmg_multi))
if (distance <= 3 * radius) damage(50 + random(3 * dmg_multi))
if (distance <= 2 * radius) kill()
This function has no return value.