void DisintegrateAll(void) { ITEM *i=ItemList; ITEM *j; while(i) { j=i->it_MasterNext; Disintegrate(i); i=j; } }
func Splatter() { if (MOD_NoBlood()) return RemoveObject(); if (GetActTime() > 200) { if (!IsDisintegrating()) Disintegrate(20, 50, -10); } else { EffectBloodSpray(1, 0, 0, 0); //CreateParticle("Blood",0,0,0,0,10+Random(30),RGBaRandom(BloodFXColor(blood_type)[0],BloodFXColor(blood_type)[1])); ScheduleCall(this, this.Splatter, 1, 1); } }