+ } else {
+ if(state == DEAD_PAUSE) {
+ float blast_radius = START_RAD * state_timeout / 50.0;
+ for(i = 0; i<MAXROCKS; i++ ) {
+ float dx, dy, n;
+ if(rock[i].x <= 0) continue;
+ dx = rock[i].x - xship;
+ dy = rock[i].y - yship;
+ n = sqrt(dx*dx + dy*dy);
+ if(n < blast_radius) {
+ n *= 50;
+ rock[i].xvel += rockrate*(dx+30)/n;
+ rock[i].yvel += rockrate*dy/n;
+ }
+ }
+ }