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* WIP C++03 + Xbox 360 Support * math.h & _USE_MATH_DEFINES on Level.hpp Updated Xenon vcxproj file for new file structure. * * Fix bad GUI scale setup. * * Gui: Use ratios instead of hardcoded sub-1 floating point values, to make the mechanism more clear. * Add Direct Connect Button and Screen (#30) * Add Direct Connect Button and Screen * Remove accidental extra build directories for wasm * Add DirectConnectScreen.cpp to the CMake * Use Hungarian coding style notation * * Fix errors caused by #30 * * Improve the Chat Screen * * Improve the DirectConnectScreen, among other things. * * Update the game title once again. * * Add build-wasm.bat. * * Add info about compiling for wasm * * Fix send to specific GUID actually broadcasting to everyone * * Add command manager. * * Add writeable configuration. * * Allow dynamic screen size change on windows * * Allow the same thing on the emscripten version. * WIP C++03 + Xbox 360 Support * Fixed a possible merging issue that broke RakNet? * Additional Xbox 360 compatability fixes --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com> Co-authored-by: ts <124226059+uniformization@users.noreply.github.com>
73 lines
1.6 KiB
C++
73 lines
1.6 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "Particle.hpp"
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RedDustParticle::RedDustParticle(Level* level, float x, float y, float z, float vx, float vy, float vz) :
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Particle(level, x, y, z, 0.0f, 0.0f, 0.0f)
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{
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field_104 = 0.0f;
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m_vel.x = vx + m_vel.x * 0.1f;
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m_vel.y = vy + m_vel.y * 0.1f;
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m_vel.z = vz + m_vel.z * 0.1f;
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if (vx == 0.0f)
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vx = 1.0f;
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float f = Mth::random() * 0.4f + 0.6f;
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field_F8 = f * vx * (Mth::random() * 0.2f + 0.8f);
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field_FC = f * vy * (Mth::random() * 0.2f + 0.8f);
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field_100 = f * vz * (Mth::random() * 0.2f + 0.8f);
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field_104 = field_F0 = field_F0 * 0.75f;
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m_bNoCollision = false;
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field_EC = int(8.0f / (0.2f + 0.8f * Mth::random()));
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}
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void RedDustParticle::render(Tesselator& t, float f, float a, float b, float c, float d, float e)
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{
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float mult = 32.0f * (float(field_E8 + f) / float(field_EC));
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if (mult < 0.0f)
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mult = 0.0f;
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if (mult > 1.0f)
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mult = 1.0f;
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field_F0 = field_104 * mult;
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Particle::render(t, f, a, b, c, d, e);
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}
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void RedDustParticle::tick()
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{
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field_3C = m_pos;
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field_E8++;
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if (field_E8 > field_EC)
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remove();
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m_vel.y += 0.004f;
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field_DC = -8 * field_E8 / field_EC + 7;
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move(m_vel.x, m_vel.y, m_vel.z);
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if (m_pos.y == field_3C.y)
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{
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m_vel.x *= 1.1f;
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m_vel.z *= 1.1f;
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}
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m_vel *= 0.96f;
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if (field_7C)
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{
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m_vel.x *= 0.7f;
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m_vel.z *= 0.7f;
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}
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}
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