BIT_FLAGS flag, project_func project)
{
effect_player_type tmp_effect;
- effect_player_type *ep_ptr = initialize_effect_player(&tmp_effect, who, dam, effect_type, flag);
+ auto *ep_ptr = initialize_effect_player(&tmp_effect, who, dam, effect_type, flag);
auto check_result = check_continue_player_effect(player_ptr, ep_ptr, y, x, project);
- if (check_result != PROCESS_CONTINUE)
+ if (check_result != PROCESS_CONTINUE) {
return check_result == PROCESS_TRUE;
+ }
- if (ep_ptr->dam > 1600)
+ if (ep_ptr->dam > 1600) {
ep_ptr->dam = 1600;
+ }
ep_ptr->dam = (ep_ptr->dam + r) / (r + 1);
describe_effect_source(player_ptr, ep_ptr, who_name);
monster_desc(player_ptr, m_name_self, ep_ptr->m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), ep_ptr->m_name, m_name_self);
(*project)(player_ptr, 0, 0, ep_ptr->m_ptr->fy, ep_ptr->m_ptr->fx, ep_ptr->get_damage, GF_MISSILE, PROJECT_KILL);
- if (player_ptr->tim_eyeeye)
+ if (player_ptr->tim_eyeeye) {
set_tim_eyeeye(player_ptr, player_ptr->tim_eyeeye - 5, true);
+ }
}
if (player_ptr->riding && ep_ptr->dam > 0) {