Game_object *exp ) : Sprites_effect(1, p), explode(exp)
Game_object *exp, int delay, int weap,  int proj, Actor *att   ) : Sprites_effect(Get_explosion_shape(proj ? proj : weap >= 0 ? weap : 704), p, 0, 0, delay), explode(exp), projectile(proj), weapon(weap >= 0 ? weap : 704), attacker(att)
Explosion_effect::Explosion_effect	(	Tile_coord p, 	Game_object *exp	) : Sprites_effect(1, p), explode(exp){	Game_window *gwin = Game_window::get_game_window();	Tile_coord apos = gwin->get_main_actor()->get_tile();	int dir = Get_direction16(apos.ty - p.ty, p.tx - apos.tx);					// Max. volume, with stereo position.	Audio::get_ptr()->play_sound_effect(		Audio::game_sfx(9), SDL_MIX_MAXVOLUME, dir);	if (exp && exp->get_shapenum() == 704) { // powderkeg		exp->set_quality(1); // mark as detonating	}}