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e4af82ae96
velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. SVN r1689 (trunk)
55 lines
1.1 KiB
C++
55 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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#include "m_fixed.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_CLASS (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 (velz) < (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_CLASS(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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mysnprintf(fmt, countof(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->velz = pr_dirt()<<10;
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}
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}
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}
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