This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
62 lines
1.8 KiB
C++
62 lines
1.8 KiB
C++
#include "stdafx.h"
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#include "ExplodeParticle.h"
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#include "..\Minecraft.World\JavaMath.h"
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#include "..\Minecraft.World\Random.h"
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ExplodeParticle::ExplodeParticle(Level *level, double x, double y, double z, double xa, double ya, double za) : Particle(level, x, y, z, xa, ya, za)
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{
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xd = xa+(float)(Math::random()*2-1)*0.05f;
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yd = ya+(float)(Math::random()*2-1)*0.05f;
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zd = za+(float)(Math::random()*2-1)*0.05f;
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//rCol = gCol = bCol = random->nextFloat()*.3f+.7;
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unsigned int clr = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Particle_Explode ); //0xFFFFFF
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double r = ( (clr>>16)&0xFF )/255.0f, g = ( (clr>>8)&0xFF )/255.0, b = ( clr&0xFF )/255.0;
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float br = random->nextFloat() * 0.3f + 0.7f;
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rCol = r * br;
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gCol = g * br;
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bCol = b * br;
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size = random->nextFloat()*random->nextFloat()*6+1;
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lifetime = (int)(16/(random->nextFloat()*0.8+0.2))+2;
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// noPhysics = true;
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}
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void ExplodeParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2)
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{
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// 4J - don't render explosion particles that are less than 3 metres away, to try and avoid large particles that are causing us problems with photosensitivity testing
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float x = (float) (xo + (this->x - xo) * a - xOff);
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float y = (float) (yo + (this->y - yo) * a - yOff);
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float z = (float) (zo + (this->z - zo) * a - zOff);
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float distSq = (x*x + y*y + z*z);
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if( distSq < (3.0f * 3.0f) ) return;
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Particle::render(t, a, xa, ya, za, xa2, za2);
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}
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void ExplodeParticle::tick()
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{
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xo = x;
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yo = y;
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zo = z;
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if (age++ >= lifetime) remove();
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setMiscTex(7-age*8/lifetime);
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yd += 0.004;
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move(xd, yd, zd);
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xd *= 0.90f;
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yd *= 0.90f;
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zd *= 0.90f;
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if (onGround)
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{
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xd *= 0.7f;
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zd *= 0.7f;
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}
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} |