AppendClass.Debris = { __parents = { "GameDynamicSpawnObject" }, } function Debris:GetDynamicData(data) data.opacity = self.opacity local fade_time = GameTime() - self.time_fade_away_start data.time_fade_away = (fade_time > self.time_fade_away) and 0 or (self.time_fade_away - fade_time) data.time_disappear = self.time_disappear local p = self.spawning_obj if p then data.parent_handle = p.handle end end function Debris:SetDynamicData(data) self.opacity = data.opacity self:StartPhase("FadeAway", data.time_fade_away, data.time_disappear) local ph = data.parent_handle if ph then local p = HandleToObject[ph] self.spawning_obj = p self:SetColorization(p) end end --[[ --return in case of floating debris function Debris:ShouldBeVisibileWhileFading() return not not GetPassSlab(self) end ]] local prev_func = Debris.enum_obj function Debris.enum_obj(obj, ...) if prev_func(obj, ...) and not IsKindOf(obj, "TreeTop") then return true end end