/******************************************************************** Minecraft: Pocket Edition - Decompilation Project Copyright (C) 2023 iProgramInCpp The following code is licensed under the BSD 1 clause license. SPDX-License-Identifier: BSD-1-Clause ********************************************************************/ #include "Particle.hpp" FlameParticle::FlameParticle(Level* level, float x, float y, float z, float vx, float vy, float vz) : Particle(level, x, y, z, vx, vy, vz) { field_104 = 0.0f; m_vel.x = m_vel.x * 0.01f + vx; m_vel.y = m_vel.y * 0.01f + vy; m_vel.z = m_vel.z * 0.01f + vz; // @NOTE: Useless genrand_int32 calls. Will keep them in to keep consistent sharedRandom.genrand_int32(); sharedRandom.genrand_int32(); sharedRandom.genrand_int32(); sharedRandom.genrand_int32(); sharedRandom.genrand_int32(); sharedRandom.genrand_int32(); field_104 = field_F0; field_F8 = field_FC = field_100 = 1.0f; field_EC = int(8.0f / (0.2f + 0.8f * Mth::random())) + 4; field_DC = PTI_FLAME; } float FlameParticle::getBrightness(float unused) { return 1.0f; } void FlameParticle::tick() { field_3C = m_pos; field_E8++; if (field_E8 > field_EC) remove(); move(m_vel.x, m_vel.y, m_vel.z); m_vel *= 0.96f; if (field_7C) { m_vel.x *= 0.7f; m_vel.z *= 0.7f; } } void FlameParticle::render(Tesselator& t, float f, float a, float b, float c, float d, float e) { float mult = float(field_E8 + f) / float(field_EC); field_F0 = field_104 * (1.0f - 0.5f * mult * mult); Particle::render(t, f, a, b, c, d, e); }