function glass_broken(PARTICLE* glassy)
{
VECTOR temp;
vec_randomize(temp.x,2);
vec_add(glassy._VEL_X,temp.x);
set(glassy, _MOVE | BRIGHT | TRANSLUCENT);
glassy.alpha = 100;
glassy._SIZE = 800;
glassy._GRAVITY = 0.2;
glassy.alpha = 50;
glassy._LIFESPAN = 16*2;
glassy.event = NULL;
}
function glass_shot()
{
if(event_type == EVENT_SHOOT && (mouse_left) && (player_shooting) && (ammo[current_weapon] > 0) && (player_health > 0))
{
effect_sprite("glass_piece1.tga",glass_broken,20,player1.x,nullvector); //The download link for "glass_piece.tga" is lying below
wait(1);
ent_remove(my);
}
}
action glass_action1()
{
my.pan += 360;
set(my,POLYGON);
my.emask |= ENABLE_SHOOT;
my.event = glass_shot;
if(is(my,TRANSLUCENT) == 0) set(my,TRANSLUCENT);
my.alpha = 50;
}