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54 lines
1.2 KiB
C++
54 lines
1.2 KiB
C++
#include "Particle.hpp"
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FlameParticle::FlameParticle(Level* level, float x, float y, float z, float vx, float vy, float vz) :
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Particle(level, x, y, z, vx, vy, vz)
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{
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m_vel.x = m_vel.x * 0.01f + vx;
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m_vel.y = m_vel.y * 0.01f + vy;
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m_vel.z = m_vel.z * 0.01f + vz;
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// @NOTE: Useless genrand_int32 calls. Will keep them in to keep consistent
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sharedRandom.genrand_int32();
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sharedRandom.genrand_int32();
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sharedRandom.genrand_int32();
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sharedRandom.genrand_int32();
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sharedRandom.genrand_int32();
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sharedRandom.genrand_int32();
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field_104 = field_F0;
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field_F8 = field_FC = field_100 = 1.0f;
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field_EC = int(8.0f / (0.2f + 0.8f * Mth::random())) + 4;
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field_DC = PTI_FLAME;
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}
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float FlameParticle::getBrightness(float unused)
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{
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return 1.0f;
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}
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void FlameParticle::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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move(m_vel.x, m_vel.y, m_vel.z);
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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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void FlameParticle::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 = float(field_E8 + f) / float(field_EC);
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field_F0 = field_104 * (1.0f - 0.5f * mult * mult);
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Particle::render(t, f, a, b, c, d, e);
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}
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