More robust wall busting / crusher breaking.

Integrate ZPolyobject library (will be used soon).
Update credits.
This commit is contained in:
Mari the Deer 2021-09-28 15:50:07 +02:00
commit d532ddc3fa
14 changed files with 557 additions and 38 deletions

View file

@ -3301,7 +3301,8 @@ Class AngeryPower : Powerup
// (2^31-1)/25 : guarantee that it caps rather than overflowing
if ( damage > 85899345 ) newdamage = int.max;
else newdamage = damage*25;
DoHitFX();
// don't play hit fx for wall busting, as it'll be done manually if the bust goes through
if ( damageType != 'Wallbust' ) DoHitFX();
}
}
Class AngerySigil : Inventory

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@ -184,18 +184,15 @@ Class SWWMCreditsMenu : GenericMenu
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Dac"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Pietro Gagliardi"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Ryan Weatherman"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Valerie Thiessen"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Xada Xephron"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Zard1084"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"John"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"VoanHead"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"NekoMithos"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Artem Bashev"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Ceyne Taikato"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"bouncytem"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Brett Saltzer"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Clint Walker"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Figo"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Holly_Rook"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"m8f"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Namsan"));
cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"YaGirlJuniper"));
@ -203,6 +200,7 @@ Class SWWMCreditsMenu : GenericMenu
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"KynikossDragonn","$SWWM_CDRAGON2"));
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"Lucy","$SWWM_CLUCY2"));
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"Gutawer","$SWWM_CGUTA2"));
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"Mikolah","$SWWM_CMIKO2"));
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"KeksDose","$SWWM_CKEKS2"));
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"ZZYZX & Nash","$SWWM_CZN2"));
cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"Val Pal","$SWWM_CVAL2"));

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@ -0,0 +1,48 @@
class swwm_PolyobjectEffector: Thinker abstract
{
// Base abstract class for Polyobject Effectors
// Polyobject Effectors affect how a polyobject behaves.
// Polyobject Effectors contain a pointer to the next Effector of a polyobject,
// forming a circular linked list.
// To add an effector to a polyobject, call AddEffector() on a PolyobjectHandle.
// To remove an effector, simply call Destroy() on it.
swwm_PolyobjectHandle Polyobject;
swwm_PolyobjectEffector Next;
// OnAdd() is called once after adding the effector to a PolyobjectHandle
virtual void OnAdd()
{
}
// PolyTick() is called every tic by a PolyobjectHandle
virtual void PolyTick()
{
}
override void OnDestroy()
{
swwm_PolyobjectEffector e = Polyobject.EffectorList;
if (e != NULL)
{
// Find previous effector
while (e && e.Next != self)
{
e = e.Next;
}
// Link previous effector to the next effector
e.Next = Next;
// Check if this effector is the last one
if (e == self)
{
// Polyobject has no other effectors, set EffectorList to NULL
Polyobject.EffectorList = NULL;
}
}
Super.OnDestroy();
}
}

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@ -0,0 +1,356 @@
class swwm_PolyobjectHandle: Thinker
{
// This thinker keeps track of a polyobject's position, angle, movement speed etc.
// Instances of this thinker should only be created by the included map postprocessor
enum EPolyobjType
{
POTYP_NORMAL = 9301, // Normal StartSpot
POTYP_CRUSH = 9302, // Crush StartSpot
POTYP_HURT = 9303 // Hurt StartSpot
}
// Polyobject Number
int PolyobjectNum;
// Line defining the polyobject (Polyobj_StartLine, or one of Polyobj_ExplicitLine)
Line StartLine;
// Initial angle of StartLine
double StartAngle;
// Last tic angle of StartLine
double LastAngle;
// Starting positions of StartLine vertices
Vector2[2] VertexStartingPos;
// Last tic positions of StartLine vertices
Vector2[2] VertexLastPos;
// Last tic position of the polyobject
Vector2 LastPos;
// SoundSequence number
int SoundSequenceNum;
// StartSpot position
Vector2 StartSpotPos;
// For bounds checking
double z;
// Sector the polyobject spawns in ()
Sector StartSector;
// Polyobject type (normal, crush, hurt)
EPolyobjType Type;
// Mirror Polyobject
swwm_PolyobjectHandle Mirror;
// Circular linked list of attached Polyobject Effectors
swwm_PolyobjectEffector EffectorList;
// Whether the initalization has finished
bool IsInitialized;
// Creates a PolyobjectHandle
static swwm_PolyobjectHandle Create()
{
swwm_PolyobjectHandle po = swwm_PolyobjectHandle(new('swwm_PolyobjectHandle'));
// Sets the underlying Thinker StatNum to 127 so that LastPos, LastAngle etc. get
// updated after all the other thinkers.
po.ChangeStatNum(127);
return po;
}
// Returns a PolyobjectHandle corresponding to the provided polyobject number
// Returns NULL if no such handler exists.
static swwm_PolyobjectHandle FindPolyobj(int pobjnum)
{
swwm_PolyobjectHandle po;
let it = ThinkerIterator.Create('swwm_PolyobjectHandle');
while ((po = swwm_PolyobjectHandle(it.Next())) != NULL)
{
if (po.PolyobjectNum == pobjnum)
return po;
}
return NULL;
}
// Adds effector to the end of current effector list
void AddEffector(swwm_PolyobjectEffector effector)
{
effector.Polyobject = self;
// If effector list is empty, new effector becomes head of the list
if (EffectorList == NULL)
{
EffectorList = effector;
effector.Next = effector;
}
else
{
swwm_PolyobjectEffector e = EffectorList;
// Go through every effector until the last item
while (e.Next != EffectorList)
{
e = e.Next;
}
effector.Next = EffectorList;
e.Next = effector;
}
if (IsInitialized)
{
// If we're initialized, run the OnAdd effect immediately
effector.OnAdd();
}
}
// Finds effector of specified class, and returns it
swwm_PolyobjectEffector FindEffector(class<swwm_PolyobjectEffector> effectorclass)
{
// No effectors? Nothing to find then
if (EffectorList == NULL)
return NULL;
// Go through each effector
swwm_PolyobjectEffector e = EffectorList;
do
{
// Effector is of specified class, return it
if (e is effectorclass)
return e;
e = e.Next;
}
while (e != EffectorList);
return NULL;
}
override void PostBeginPlay()
{
// Initialization shouldn't happen when reentering the map
if (Level.Time > 0)
return;
// Map has no lines corresponding to this polyobject, destroy the handle
if (StartLine == NULL)
{
Destroy();
return;
}
// Using polyobject linedefs is the only way to track polyobject movements.
// All geometric calculations will be done relative to StartLine.
// Store initial position and angle
StartAngle = VectorAngle(StartLine.Delta.x, StartLine.Delta.y);
VertexStartingPos[0] = VertexLastPos[0] = StartLine.v1.p;
VertexStartingPos[1] = VertexLastPos[1] = StartLine.v2.p;
// Now that the map is loaded, it's safe to call effectors' OnAdd() methods
swwm_PolyobjectEffector e = EffectorList;
if (e != NULL)
{
do
{
e.OnAdd();
e = e.Next;
}
while (e != EffectorList);
}
// Done initializing
IsInitialized = true;
}
override void Tick()
{
// Call PolyTick() for each effector
if (EffectorList != NULL)
{
swwm_PolyobjectEffector e = EffectorList;
do
{
e.PolyTick();
e = e.Next;
}
while (e != EffectorList);
}
// Store current position/angle to be used during the next tic
VertexLastPos[0] = StartLine.v1.p;
VertexLastPos[1] = StartLine.v2.p;
LastAngle = GetAngle();
LastPos = GetPos();
}
override void OnDestroy()
{
// Clean up effectors first
swwm_PolyobjectEffector e = EffectorList;
if (e != NULL)
{
swwm_PolyobjectEffector next;
do
{
next = e.Next;
e.Destroy();
e = next;
}
while (e != EffectorList);
}
}
Sector GetSector()
{
if (StartSector == NULL)
{
Vector2 SpotPos = StartSpotPos;
// Sometimes if StartSpot lies on a one-sided linedef, its position is considered
// out of bounds by GZDoom, which makes Level.PointInSector() produce unexpected
// results. In that case, we need to compensate.
if (!Level.IsPointInLevel((SpotPos, z)))
{
// Look at points in a 5x5 square around the StartSpot
for (int x = -2; x <= 2; x++)
{
for (int y = -2; y <= 2; y++)
{
SpotPos = StartSpotPos + (x, y);
if (Level.IsPointInLevel((SpotPos, z)))
{
// Found a point within bounds, should be good enough
StartSector = Level.PointInSector(SpotPos);
break;
}
}
if (StartSector)
break;
}
}
else
{
StartSector = Level.PointInSector(SpotPos);
}
}
return StartSector;
}
// Returns initial StartSpot position
Vector2 GetOrigin()
{
return StartSpotPos;
}
// Returns current polyobject angle
double GetAngle()
{
double lineangle = VectorAngle(StartLine.Delta.x, StartLine.Delta.y);
return Actor.DeltaAngle(StartAngle, lineangle);
}
// Returns current polyobject startspot position
Vector2 GetPos()
{
let spotdelta = StartSpotPos - VertexStartingPos[0];
return StartLine.v1.p + Actor.RotateVector(spotdelta, GetAngle());
}
// Returns polyobject coordinates relative to the startspot
Vector2 GetPosDelta()
{
return GetPos() - StartSpotPos;
}
// Returns last polyobject angle
double GetLastAngle()
{
return LastAngle;
}
// Returns last polyobject startspot position
Vector2 GetLastPos()
{
return LastPos;
}
// Returns last coordinates relative to the startspot
Vector2 GetLastPosDelta()
{
return LastPos - StartSpotPos;
}
// Returns current polyobject velocity
Vector2 GetVel()
{
return StartLine.v1.p - VertexLastPos[0];
}
// Returns current polyobject rotation speed
double GetRotationSpeed()
{
return GetAngle() - LastAngle;
}
// Returns whether the polyobject has moved from its spawn position
bool IsAtOrigin()
{
return (VertexStartingPos[0] == StartLine.v1.p && VertexStartingPos[1] == StartLine.v2.p);
}
// Returns whether the polyobject is in motion
bool IsMoving()
{
return (GetPos() != GetLastPos() || GetAngle() != GetLastAngle());
}
// Moves the polyobject to specified location, with specified speed, and plays the
// specified sound of its sound sequence
// (i.e. for a door sound sequence, sndseqmode 0 plays the open sound, 1 plays the
// closing sound)
void MoveTo(Actor activator, Vector2 dest, int Speed, int sndseqmode = 0)
{
// Stop any polyobject movement
Level.ExecuteSpecial(Polyobj_Stop, activator, StartLine, Line.Front, PolyobjectNum);
// Move the polyobject
Level.ExecuteSpecial(Polyobj_OR_MoveTo, activator, StartLine, Line.Front, PolyobjectNum,
Speed, dest.x, dest.y);
// Polyobj_OR_MoveTo ignores the sound sequence set by the polyobject.
// Play the sound sequence manually inside the sector containing the polyobject.
if (SoundSequenceNum)
{
GetSector().StartSoundSequenceID(CHAN_AUTO, SoundSequenceNum, SeqNode.DOOR, sndseqmode, false);
}
}
}
// Class for iterating over polyobjects
class swwm_PolyobjectIterator: Object
{
private ThinkerIterator it;
static swwm_PolyobjectIterator Create()
{
let it = New('swwm_PolyobjectIterator');
it.it = ThinkerIterator.Create('swwm_PolyobjectHandle');
return it;
}
swwm_PolyobjectHandle Next()
{
return swwm_PolyobjectHandle(it.Next());
}
void Reinit()
{
it.Reinit();
}
}

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@ -0,0 +1,84 @@
// Creates a PolyobjectHandle for every polyobject in the map
class swwm_PolyobjectHandlePostProcessor: LevelPostProcessor
{
protected void Apply(Name checksum, String mapname)
{
Array<int> pobjnums;
Array<swwm_PolyobjectHandle> pobjhandles;
// Make sure initialization doesn't happen when reentering a map
if (Level.Time > 0)
return;
// Look for Polyobject StartSpots and create a handle for each
for (int i = 0; i < GetThingCount(); i++)
{
// Ignore every thing that isn't a Polyobject StartSpot
int ednum = GetThingEdNum(i);
if (ednum < swwm_PolyobjectHandle.POTYP_NORMAL || ednum > swwm_PolyobjectHandle.POTYP_HURT)
continue;
// Create a PolyobjectHandle
swwm_PolyobjectHandle handle = swwm_PolyobjectHandle.Create();
// Get polyobject number from StartSpot angle
handle.PolyobjectNum = GetThingAngle(i);
// Store StartSpot position
Vector3 pos = GetThingPos(i);
handle.StartSpotPos = pos.xy;
handle.z = pos.z;
// Store StartSpot type (normal, crush, hurt)
handle.Type = ednum;
// Append polyobject number and corresponding handle to the respective arrays
pobjnums.Push(handle.PolyobjectNum);
pobjhandles.Push(handle);
}
// Look for Polyobj_StartLine/Polyobj_ExplicitLine lines
for (int i = 0; i < Level.Lines.Size(); i++)
{
Line line = Level.Lines[i];
// Ignore every line that doesn't have a Polyobj_StartLine or Polyobj_ExplicitLine
// line special
if (line.Special != Polyobj_StartLine && line.Special != Polyobj_ExplicitLine)
continue;
// Get polyobject number
// (Args[0] for both Polyobj_StartLine and Polyobj_ExplicitLine)
int pobjnum = line.Args[0];
// Find the array index of the corresponding handle
int pobjhandleindex = pobjnums.Find(pobjnum);
if (pobjhandleindex >= pobjnums.Size())
continue; // Polyobject doesn't have a corresponding StartSpot
swwm_PolyobjectHandle handle = pobjhandles[pobjhandleindex];
// Get mirror polyobject number
// (Args[1] for Polyobj_StartLine, Args[2] for Polyobj_ExplicitLine)
int mirrorpobjnum = line.Special == Polyobj_StartLine ? line.Args[1] : line.Args[2];
if (mirrorpobjnum != 0)
{
// Find the array index of the mirror polyobject handle
int mirrorpobjhandleindex = pobjnums.Find(mirrorpobjnum);
if (mirrorpobjhandleindex < pobjnums.Size())
{
// Mirror polyobject handle exists, store it
handle.Mirror = pobjhandles[mirrorpobjhandleindex];
}
}
// Get sound sequence number and store it
// (Args[2] for Polyobj_StartLine, Args[3] for Polyobj_ExplicitLine)
int soundseq = line.Special == Polyobj_StartLine ? line.Args[2] : line.Args[3];
handle.SoundSequenceNum = soundseq;
// Store the line
handle.StartLine = line;
}
}
}

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@ -0,0 +1,3 @@
#include "zscript/swwm_Polyobjects/PolyobjectHandle.zs"
#include "zscript/swwm_Polyobjects/PolyobjectMapPostprocessor.zs"
#include "zscript/swwm_Polyobjects/PolyobjectEffector.zs"

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@ -152,15 +152,15 @@ Class SWWMDamageAccumulator : Thinker
}
// prevents floors/ceilings from ever moving again, as they're "broken crushers"
// optional "instant" parameter is used by wall busting, no crusher malfunction animation will play
Class SWWMCrusherBroken : Thinker
{
Sector fsec, csec;
double diffh;
int fphase, cphase;
int ftics, ctics;
SectorEffect fse, cse; // pointers to zero-speed movers
static void Create( Sector f, Sector c, double diffh, bool instant = false )
static void Create( Sector f, Sector c, double diffh )
{
if ( !f && !c ) return;
let ti = ThinkerIterator.Create("SWWMCrusherBroken",STAT_USER);
@ -168,15 +168,7 @@ Class SWWMCrusherBroken : Thinker
while ( cb = SWWMCrusherBroken(ti.Next()) )
{
if ( (cb.fsec == f) && (cb.csec == c) )
{
if ( instant )
{
// force it to be instant
if ( f ) cb.fphase = 3;
if ( c ) cb.cphase = 3;
}
return; // we already have this
}
if ( cb.fsec && (cb.fsec == f) )
{
cb.Destroy(); // we override this one
@ -195,10 +187,21 @@ Class SWWMCrusherBroken : Thinker
cb.diffh = diffh;
if ( f && f.floordata ) f.floordata.Destroy();
if ( c && c.ceilingdata ) c.ceilingdata.Destroy();
if ( instant )
}
static void Remove( Sector f, Sector c )
{
if ( !f && !c ) return;
let ti = ThinkerIterator.Create("SWWMCrusherBroken",STAT_USER);
SWWMCrusherBroken cb;
while ( cb = SWWMCrusherBroken(ti.Next()) )
{
if ( f ) cb.fphase = 3;
if ( c ) cb.cphase = 3;
if ( (cb.fsec == f) && (cb.csec == c) )
cb.Destroy(); // destroy entirely
else if ( f && (cb.fsec == f) )
cb.fsec = null; // only clear the floor
else if ( c && (cb.csec == c) )
cb.csec = null; // only clear the ceiling
}
}
@ -228,10 +231,12 @@ Class SWWMCrusherBroken : Thinker
ftics--;
if ( ftics <= 0 ) fphase = 3;
}
else if ( (fphase >= 3) && fsec.floordata )
else if ( (fphase >= 3) && (!fse || (fsec.floordata != fse)) )
{
fsec.floordata.Destroy();
if ( fsec.floordata ) fsec.floordata.Destroy();
level.CreateFloor(fsec,Floor.floorLowerByValue,null,0.,1.);
fsec.StopSoundSequence(CHAN_WEAPON);
fse = fsec.floordata;
}
}
if ( csec )
@ -258,10 +263,12 @@ Class SWWMCrusherBroken : Thinker
ctics--;
if ( ctics <= 0 ) cphase = 3;
}
else if ( (cphase >= 3) && csec.ceilingdata )
else if ( (cphase >= 3) && (!cse || (csec.ceilingdata != cse)) )
{
csec.ceilingdata.Destroy();
if ( csec.ceilingdata ) csec.ceilingdata.Destroy();
level.CreateCeiling(csec,Ceiling.ceilRaiseByValue,null,0.,0.,1.);
csec.StopSoundSequence(CHAN_VOICE);
cse = csec.ceilingdata;
}
}
}

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@ -1741,6 +1741,12 @@ Class SWWMUtility
return false, checkme;
}
static bool IsPolyLine( Line l, out swwm_PolyobjectHandle p )
{
// TODO iterate through polyobjects and see if this line is connected to their start line
return false;
}
// full reset of inventory (excluding collectibles, and optionally resetting the score)
static play void WipeInventory( Actor mo, bool resetscore = false, bool allplayers = false )
{

View file

@ -227,6 +227,11 @@ Class BusterWall : Thinker
return Bust(faketracer.Results,accdamage,instigator,x,hitz);
}
private static bool BustPolyobj( swwm_PolyobjectHandle p, int accdamage, Actor instigator, Vector3 x, double hitz )
{
return false;
}
static bool Bust( TraceResults d, int accdamage, Actor instigator, Vector3 x, double hitz )
{
// we can't blow up 3D floors
@ -235,6 +240,9 @@ Class BusterWall : Thinker
int hp;
if ( d.HitType == TRACE_HitWall )
{
// check if it's a polyobject line, if so, switch to the other bust method
swwm_PolyObjectHandle p;
if ( SWWMUtility.IsPolyLine(d.HitLine,p) ) return BustPolyobj(p,accdamage,instigator,x,hitz);
// no busting the goat
if ( IsIOSWall(d.HitLine) ) return false;
// onesided wall? no bust
@ -286,6 +294,8 @@ Class BusterWall : Thinker
bust.bustdir = x;
mnew = true;
}
// multiply damage
if ( instigator ) accdamage = instigator.GetModifiedDamage('Wallbust',accdamage,false,instigator,instigator,0);
bust.delay = max(bust.delay,5+min(20,accdamage>>4));
bust.accdamage += accdamage;
bust.acchits.Push(accdamage);
@ -353,6 +363,9 @@ Class BusterWall : Thinker
if ( s ) s.busts++;
SWWMUtility.AchievementProgressInc('swwm_progress_bustin',1,Instigator.player);
}
// call hit fx for devastation sigil (if any)
AngeryPower as = instigator?AngeryPower(instigator.FindInventory("AngeryPower")):null;
if ( as ) as.DoHitFX();
bust.busted = true;
bust.busttics = 0;
bust.bustmax = min(30,int(12+girthitude**.1));
@ -374,39 +387,37 @@ Class BusterWall : Thinker
if ( !l.sidedef[1] ) continue;
int away = 0;
if ( l.sidedef[0].sector == hs ) away = 1;
// temporarily set filler texture so switches don't play a sound
TextureID oldtex[3][2];
for ( int j=0; j<3; j++ ) for ( int k=0; k<2; k++ )
{
oldtex[j][k] = l.sidedef[k].GetTexture(j);
l.sidedef[k].SetTexture(j,rubble);
}
l.Activate(instigator,away,SPAC_Use);
l.Activate(instigator,away,SPAC_Impact);
for ( int j=0; j<3; j++ ) for ( int k=0; k<2; k++ )
l.sidedef[k].SetTexture(j,oldtex[j][k]);
// clear any use/impact specials
if ( l.Activation&(SPAC_Use|SPAC_Impact) )
l.Activation &= ~(SPAC_Use|SPAC_Impact);
}
// stop movement permanently
SWWMCrusherBroken.Create(hp?null:hs,hp?hs:null,0.,true);
// if this is a broken crusher, we need to clear that now that we've busted it
SWWMCrusherBroken.Remove(hp?null:hs,hp?hs:null);
// quakin'
let q = Actor.Spawn("BustedQuake",(hs.centerspot.x,hs.centerspot.y,thisheight));
q.special1 = clamp(int(girthitude**.15),1,9);
if ( hp )
{
// remove any current movers
if ( hs.CeilingData ) hs.CeilingData.Destroy();
// blow up that ceiling
hs.MoveCeiling(abs(partheight),bust.cutheight,0,1,false);
bust.boundsmin = (a.x,a.y,thisheight)+(1,1,1);
bust.boundsmax = (b.x,b.y,bust.cutheight)-(1,1,1);
// prevent any further ceiling movement
level.CreateCeiling(hs,Ceiling.ceilRaiseByValue,null,0.,0.,1.);
hs.StopSoundSequence(CHAN_VOICE);
}
else
{
// remove any current movers
if ( hs.FloorData ) hs.FloorData.Destroy();
// blow up that floor
hs.MoveFloor(abs(partheight),abs(bust.cutheight),0,-1,false,true);
bust.boundsmin = (a.x,a.y,bust.cutheight)+(1,1,1);
bust.boundsmax = (b.x,b.y,thisheight)-(1,1,1);
// prevent any further floor movement
level.CreateFloor(hs,Floor.floorLowerByValue,null,0.,1.);
hs.StopSoundSequence(CHAN_WEAPON);
}
bust.step = (clamp((b.x-a.x)/4.,2.,32.),clamp((b.y-a.y)/4.,2.,32.),clamp(partheight/4.,2.,32.));
bust.SpawnDebris(true);