func FxFireDashStop(object target, proplist effect, int reason, bool temporary) { if(temporary) return; target->Unstuck(); target->SetObjectLayer(nil); target->SetAction("Jump"); ExplosionEffect(effect.Size2, target->GetX(), target->GetY(),0,0,0); for(var o in FindObjects(Find_Distance(effect.Size2, target->GetX(), target->GetY()), Find_Func("CanBeHit", target))) { if(o->GetOwner() == target->GetOwner()) continue; var angle = Angle(target->GetX(), target->GetY(), o->GetX(), o->GetY()); o->AddFireHitEffect(); o->Fling(Sin(angle, 8), -Cos(angle, 8) - 2); target->WeaponDamage(o, effect.SpellDamage2); } target->CastObjects(Flame, RandomX(6,8), RandomX(10,25)); //effect.marker->RemoveObject(); //effect.clonk->MakeHitable(true); }