void Splash(int32_t tx, int32_t ty, int32_t amt, C4Object *pByObj) { // Splash only if there is free space above if (GBackSemiSolid(tx, ty - 15)) return; // get back mat int32_t iMat = GBackMat(tx, ty); // check liquid if (MatValid(iMat)) if (DensityLiquid(Game.Material.Map[iMat].Density) && Game.Material.Map[iMat].Instable) { int32_t sy = ty; while (GBackLiquid(tx, sy) && sy > ty - 20 && sy >= 0) sy--; // Splash bubbles and liquid for (int32_t cnt = 0; cnt < amt; cnt++) { BubbleOut(tx + Random(16) - 8, ty + Random(16) - 6); if (GBackLiquid(tx, ty) && !GBackSemiSolid(tx, sy)) Game.PXS.Create(Game.Landscape.ExtractMaterial(tx, ty), itofix(tx), itofix(sy), FIXED100(Random(151) - 75), FIXED100(-Random(200))); } } // Splash sound if (amt >= 20) StartSoundEffect("Splash2", false, 100, pByObj); else if (amt > 1) StartSoundEffect("Splash1", false, 100, pByObj); }
void Splash(int32_t tx, int32_t ty, int32_t amt, C4Object *pByObj) { // Splash only if there is free space above if (GBackSemiSolid(tx, ty - 15)) return; // get back mat int32_t iMat = GBackMat(tx, ty); // check liquid if (MatValid(iMat)) if (DensityLiquid(::MaterialMap.Map[iMat].Density) && ::MaterialMap.Map[iMat].Instable) { int32_t sy = ty; while (GBackLiquid(tx, sy) && sy > ty - 20 && sy >= 0) sy--; // Splash bubbles and liquid for (int32_t cnt=0; cnt<amt; cnt++) { int32_t bubble_x = tx+Random(16)-8; int32_t bubble_y = ty+Random(16)-6; BubbleOut(bubble_x,bubble_y); if (GBackLiquid(tx,ty) && !GBackSemiSolid(tx, sy)) { C4Real xdir = C4REAL100(Random(151)-75); C4Real ydir = C4REAL100(-Random(200)); ::PXS.Create(::Landscape.ExtractMaterial(tx,ty,false), itofix(tx),itofix(sy), xdir, ydir); } } } // Splash sound if (amt>=20) StartSoundEffect("Splash2",false,100,pByObj); else if (amt>1) StartSoundEffect("Splash1",false,100,pByObj); }