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.
37 lines
1.4 KiB
C++
37 lines
1.4 KiB
C++
#include "stdafx.h"
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#include "HugeExplosionSeedParticle.h"
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#include "..\Minecraft.World\Random.h"
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#include "..\Minecraft.World\net.minecraft.world.level.h"
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HugeExplosionSeedParticle::HugeExplosionSeedParticle(Level *level, double x, double y, double z, double xa, double ya, double za) : Particle(level,x,y,z,0,0,0)
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{
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life = 0;
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lifeTime = 8;
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}
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void HugeExplosionSeedParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2)
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{
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}
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void HugeExplosionSeedParticle::tick()
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{
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// Horrible hack to communicate with the level renderer, which is just attached as a listener to this level. This let's the particle
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// rendering know to use this level (rather than try to work it out from the current player), and to not bother distance clipping particles
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// which would again be based on the current player.
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Minecraft::GetInstance()->animateTickLevel = level;
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for (int i = 0; i < 6; i++) {
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double xx = x + (random->nextDouble() - random->nextDouble()) * 4;
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double yy = y + (random->nextDouble() - random->nextDouble()) * 4;
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double zz = z + (random->nextDouble() - random->nextDouble()) * 4;
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level->addParticle(eParticleType_largeexplode, xx, yy, zz, life / (float) lifeTime, 0, 0);
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}
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Minecraft::GetInstance()->animateTickLevel = NULL;
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life++;
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if (life == lifeTime) remove();
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}
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int HugeExplosionSeedParticle::getParticleTexture()
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{
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return ParticleEngine::TERRAIN_TEXTURE;
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} |