function glas_break_effect(PARTICLE *p)
{
var temp[3];
vec_randomize(temp,3);
vec_add (p.vel_x, temp);
p.alpha = 25 + random(25);
/*
var num = integer(random(4));
num += 1;
switch(num)
{
case 1:
p.bmap = bmap_glas_break1;
break;
case 2:
p.bmap = bmap_glas_break2;
break;
case 3:
p.bmap = bmap_glas_break3;
break;
case 4:
p.bmap = bmap_glas_break4;
break;
default:
p.bmap = bmap_glas_break1;
break;
}
*/
p.red = 128;
p.green = 128;
p.blue = 128;
//p.bmap = bmap_NPC_stand;
p.flags |= (BRIGHT | MOVE | TRANSLUCENT);
p.gravity = 0.5;
p.event = glas_break_effect_event; // wechsle zu einer kürzeren, schnelleren Funktion
}