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https://github.com/ZDoom/gzdoom-gles.git
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54 lines
1.1 KiB
C++
54 lines
1.1 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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static FRandom pr_dirt ("SpawnDirt");
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// Stained glass ------------------------------------------------------------
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class AGlassShard : public AActor
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{
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DECLARE_STATELESS_ACTOR (AGlassShard, AActor)
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public:
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bool FloorBounceMissile (secplane_t &plane)
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{
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if (!Super::FloorBounceMissile (plane))
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{
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if (abs (momz) < (FRACUNIT/2))
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{
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Destroy ();
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}
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return false;
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}
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return true;
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}
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};
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IMPLEMENT_ABSTRACT_ACTOR(AGlassShard)
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// Dirt stuff
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void P_SpawnDirt (AActor *actor, fixed_t radius)
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{
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fixed_t x,y,z;
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const PClass *dtype = NULL;
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AActor *mo;
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angle_t angle;
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angle = pr_dirt()<<5; // <<24 >>19
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x = actor->x + FixedMul(radius,finecosine[angle]);
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y = actor->y + FixedMul(radius,finesine[angle]);
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z = actor->z + (pr_dirt()<<9) + FRACUNIT;
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char fmt[8];
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sprintf(fmt, "Dirt%d", 1 + pr_dirt()%6);
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dtype = PClass::FindClass(fmt);
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if (dtype)
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{
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mo = Spawn (dtype, x, y, z, ALLOW_REPLACE);
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if (mo)
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{
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mo->momz = pr_dirt()<<10;
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}
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}
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}
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