Spawnceilingglass: Difference between revisions
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The height for each piece is randomized inside a 5120 Z unit window, starting from the ceiling of the light sector. | The height for each piece is randomized inside a 5120 Z unit window, starting from the ceiling of the light sector. | ||
Keep in mind that there is no safeguard for spawn counts as it will be <code>walls*(glasscount+1)</code> | Keep in mind that there is no safeguard for spawn counts as it will be <code>walls*(glasscount+1)</code><br> | ||
There is a bug in the code where one of the walls will be skipped for glass shards | |||
See also: [[spawnwallglass]] [[spawnwallstainedglass]] | See also: [[spawnwallglass]] [[spawnwallstainedglass]] |
Latest revision as of 09:29, 5 July 2025
spawnceilingglass <sprite id> <sector id> <glass count>
Calls the glass spawning function commonly seen when a player shoots a ceiling light.
This works by iterating through the sector's walls and spawning GLASSPIECES for the amount set in glass count (+1) for each of the wall segments at a random location along the line.
The height for each piece is randomized inside a 5120 Z unit window, starting from the ceiling of the light sector.
Keep in mind that there is no safeguard for spawn counts as it will be walls*(glasscount+1)
There is a bug in the code where one of the walls will be skipped for glass shards
See also: spawnwallglass spawnwallstainedglass