// Generic class that can handle most simple destructible items without writing any new code at all. All actions are defined in .def files in the spawnclasses block. class DukeGenericDestructible : DukeActor { TextureID spawnstate, brokenstate; Sound breaksound; int fullbright; int broken; enum EFlags { f_damaging = 1, f_solid = 2, f_unblocking = 4, f_spawnglass = 8, f_spawnscrap = 16, f_spawnsmoke = 32, f_spawnglass2 = 64 } native bool SetBroken(bool bust); // sets broken texture. Must be done natively as long as we do not have proper texture support. virtual bool DestroyAction() { return false; } // for customized subclasses override void Initialize() { if (self.inittype & f_solid) self.cstat |= CSTAT_SPRITE_BLOCK_ALL; self.SetBroken(false); } override void OnHit(DukeActor proj) { if (broken) return; broken = true; if (breaksound >= 0) self.PlayActorSound(breaksound); bool res1 = self.SetBroken(true); bool res2 = DestroyAction(); let flags = self.inittype; if (flags & f_unblocking) self.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; if (flags & f_damaging) self.hitradius(10, 0, 0, 1, 1); if (flags & f_spawnglass) self.lotsofglass(10); if (flags & f_spawnscrap) for(int i = 0; i < 16; i++) self.RandomScrap(); if (flags & f_spawnsmoke) self.spawn('DukeSmallSmoke'); if (flags & f_spawnglass2) { self.angle = frandom(0, 360); self.lotsofglass(8); } if (res1 || res2) self.Destroy(); } override bool Animate(tspritetype tspr) { if (fullbright & (1 << broken)) tspr.shade = -127; return true; } }