gzdoom/src/g_shared/a_debris.cpp

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#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "m_fixed.h"
static FRandom pr_dirt ("SpawnDirt");
// Stained glass ------------------------------------------------------------
class AGlassShard : public AActor
{
DECLARE_CLASS (AGlassShard, AActor)
public:
bool FloorBounceMissile (secplane_t &plane)
{
if (!Super::FloorBounceMissile (plane))
{
if (fabs (Vel.Z) < 0.5)
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{
Destroy ();
}
return false;
}
return true;
}
};
IMPLEMENT_CLASS(AGlassShard)
// Dirt stuff
void P_SpawnDirt (AActor *actor, fixed_t radius)
{
PClassActor *dtype = NULL;
AActor *mo;
fixed_t zo = (pr_dirt() << 9) + FRACUNIT;
fixedvec3 pos = actor->_f_Vec3Angle(radius, pr_dirt() << 24, zo);
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char fmt[8];
mysnprintf(fmt, countof(fmt), "Dirt%d", 1 + pr_dirt()%6);
dtype = PClass::FindActor(fmt);
if (dtype)
{
mo = Spawn (dtype, pos, ALLOW_REPLACE);
if (mo)
{
mo->Vel.Z = pr_dirt() / 64.;
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}
}
}