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