479 lines
11 KiB
C++
479 lines
11 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "particles.h"
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#include "constants.h"
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#include "debug.h"
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#include "main.h" // For g_profiler and g_settings
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#include "settings.h"
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#include "tile.h"
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#include "gamedef.h"
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#include "collision.h"
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#include <stdlib.h>
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#include "util/numeric.h"
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#include "light.h"
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#include "environment.h"
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#include "clientmap.h"
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#include "mapnode.h"
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/*
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Utility
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*/
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v3f random_v3f(v3f min, v3f max)
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{
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return v3f( rand()/(float)RAND_MAX*(max.X-min.X)+min.X,
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rand()/(float)RAND_MAX*(max.Y-min.Y)+min.Y,
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rand()/(float)RAND_MAX*(max.Z-min.Z)+min.Z);
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}
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std::vector<Particle*> all_particles;
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std::map<u32, ParticleSpawner*> all_particlespawners;
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Particle::Particle(
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IGameDef *gamedef,
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scene::ISceneManager* smgr,
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LocalPlayer *player,
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ClientEnvironment &env,
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v3f pos,
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v3f velocity,
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v3f acceleration,
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float expirationtime,
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float size,
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bool collisiondetection,
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bool vertical,
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video::ITexture *texture,
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v2f texpos,
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v2f texsize
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):
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scene::ISceneNode(smgr->getRootSceneNode(), smgr)
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{
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// Misc
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m_gamedef = gamedef;
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// Texture
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m_material.setFlag(video::EMF_LIGHTING, false);
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m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
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m_material.setFlag(video::EMF_FOG_ENABLE, true);
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m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_material.setTexture(0, texture);
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m_texpos = texpos;
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m_texsize = texsize;
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// Particle related
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m_pos = pos;
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m_velocity = velocity;
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m_acceleration = acceleration;
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m_expiration = expirationtime;
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m_time = 0;
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m_player = player;
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m_size = size;
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m_collisiondetection = collisiondetection;
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m_vertical = vertical;
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// Irrlicht stuff
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m_collisionbox = core::aabbox3d<f32>
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(-size/2,-size/2,-size/2,size/2,size/2,size/2);
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this->setAutomaticCulling(scene::EAC_OFF);
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// Init lighting
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updateLight(env);
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// Init model
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updateVertices();
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all_particles.push_back(this);
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}
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Particle::~Particle()
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{
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}
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void Particle::OnRegisterSceneNode()
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{
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if (IsVisible)
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{
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SceneManager->registerNodeForRendering
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(this, scene::ESNRP_TRANSPARENT);
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SceneManager->registerNodeForRendering
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(this, scene::ESNRP_SOLID);
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}
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ISceneNode::OnRegisterSceneNode();
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}
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void Particle::render()
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{
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// TODO: Render particles in front of water and the selectionbox
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setMaterial(m_material);
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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u16 indices[] = {0,1,2, 2,3,0};
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driver->drawVertexPrimitiveList(m_vertices, 4,
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indices, 2, video::EVT_STANDARD,
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scene::EPT_TRIANGLES, video::EIT_16BIT);
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}
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void Particle::step(float dtime, ClientEnvironment &env)
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{
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m_time += dtime;
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if (m_collisiondetection)
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{
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core::aabbox3d<f32> box = m_collisionbox;
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v3f p_pos = m_pos*BS;
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v3f p_velocity = m_velocity*BS;
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v3f p_acceleration = m_acceleration*BS;
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collisionMoveSimple(&env, m_gamedef,
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BS*0.5, box,
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0, dtime,
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p_pos, p_velocity, p_acceleration);
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m_pos = p_pos/BS;
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m_velocity = p_velocity/BS;
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m_acceleration = p_acceleration/BS;
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}
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else
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{
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m_velocity += m_acceleration * dtime;
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m_pos += m_velocity * dtime;
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}
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// Update lighting
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updateLight(env);
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// Update model
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updateVertices();
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}
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void Particle::updateLight(ClientEnvironment &env)
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{
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u8 light = 0;
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try{
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v3s16 p = v3s16(
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floor(m_pos.X+0.5),
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floor(m_pos.Y+0.5),
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floor(m_pos.Z+0.5)
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);
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MapNode n = env.getClientMap().getNode(p);
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light = n.getLightBlend(env.getDayNightRatio(), m_gamedef->ndef());
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}
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catch(InvalidPositionException &e){
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light = blend_light(env.getDayNightRatio(), LIGHT_SUN, 0);
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}
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m_light = decode_light(light);
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}
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void Particle::updateVertices()
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{
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video::SColor c(255, m_light, m_light, m_light);
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f32 tx0 = m_texpos.X;
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f32 tx1 = m_texpos.X + m_texsize.X;
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f32 ty0 = m_texpos.Y;
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f32 ty1 = m_texpos.Y + m_texsize.Y;
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m_vertices[0] = video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0,
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c, tx0, ty1);
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m_vertices[1] = video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0,
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c, tx1, ty1);
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m_vertices[2] = video::S3DVertex(m_size/2,m_size/2,0, 0,0,0,
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c, tx1, ty0);
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m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0,
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c, tx0, ty0);
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for(u16 i=0; i<4; i++)
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{
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if (m_vertical) {
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v3f ppos = m_player->getPosition()/BS;
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m_vertices[i].Pos.rotateXZBy(atan2(ppos.Z-m_pos.Z, ppos.X-m_pos.X)/core::DEGTORAD+90);
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} else {
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m_vertices[i].Pos.rotateYZBy(m_player->getPitch());
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m_vertices[i].Pos.rotateXZBy(m_player->getYaw());
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}
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m_box.addInternalPoint(m_vertices[i].Pos);
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m_vertices[i].Pos += m_pos*BS;
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}
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}
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/*
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Helpers
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*/
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void allparticles_step (float dtime, ClientEnvironment &env)
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{
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for(std::vector<Particle*>::iterator i = all_particles.begin();
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i != all_particles.end();)
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{
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if ((*i)->get_expired())
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{
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(*i)->remove();
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delete *i;
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i = all_particles.erase(i);
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}
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else
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{
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(*i)->step(dtime, env);
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i++;
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}
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}
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}
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void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, ClientEnvironment &env, v3s16 pos,
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const TileSpec tiles[])
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{
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for (u16 j = 0; j < 32; j++) // set the amount of particles here
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{
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addNodeParticle(gamedef, smgr, player, env, pos, tiles);
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}
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}
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void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, ClientEnvironment &env,
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v3s16 pos, const TileSpec tiles[])
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{
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addNodeParticle(gamedef, smgr, player, env, pos, tiles);
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}
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// add a particle of a node
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// used by digging and punching particles
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void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, ClientEnvironment &env, v3s16 pos,
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const TileSpec tiles[])
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{
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// Texture
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u8 texid = myrand_range(0,5);
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video::ITexture *texture = tiles[texid].texture;
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// Only use first frame of animated texture
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f32 ymax = 1;
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if(tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
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ymax /= tiles[texid].animation_frame_count;
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float size = rand()%64/512.;
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float visual_size = BS*size;
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v2f texsize(size*2, ymax*size*2);
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v2f texpos;
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texpos.X = ((rand()%64)/64.-texsize.X);
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texpos.Y = ymax*((rand()%64)/64.-texsize.Y);
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// Physics
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v3f velocity( (rand()%100/50.-1)/1.5,
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rand()%100/35.,
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(rand()%100/50.-1)/1.5);
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v3f acceleration(0,-9,0);
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v3f particlepos = v3f(
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(f32)pos.X+rand()%100/200.-0.25,
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(f32)pos.Y+rand()%100/200.-0.25,
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(f32)pos.Z+rand()%100/200.-0.25
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);
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new Particle(
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gamedef,
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smgr,
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player,
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env,
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particlepos,
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velocity,
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acceleration,
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rand()%100/100., // expiration time
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visual_size,
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true,
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false,
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texture,
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texpos,
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texsize);
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}
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/*
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ParticleSpawner
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*/
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ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr, LocalPlayer *player,
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u16 amount, float time,
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v3f minpos, v3f maxpos, v3f minvel, v3f maxvel, v3f minacc, v3f maxacc,
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float minexptime, float maxexptime, float minsize, float maxsize,
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bool collisiondetection, bool vertical, video::ITexture *texture, u32 id)
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{
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m_gamedef = gamedef;
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m_smgr = smgr;
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m_player = player;
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m_amount = amount;
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m_spawntime = time;
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m_minpos = minpos;
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m_maxpos = maxpos;
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m_minvel = minvel;
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m_maxvel = maxvel;
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m_minacc = minacc;
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m_maxacc = maxacc;
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m_minexptime = minexptime;
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m_maxexptime = maxexptime;
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m_minsize = minsize;
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m_maxsize = maxsize;
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m_collisiondetection = collisiondetection;
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m_vertical = vertical;
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m_texture = texture;
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m_time = 0;
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for (u16 i = 0; i<=m_amount; i++)
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{
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float spawntime = (float)rand()/(float)RAND_MAX*m_spawntime;
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m_spawntimes.push_back(spawntime);
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}
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all_particlespawners.insert(std::pair<u32, ParticleSpawner*>(id, this));
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}
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ParticleSpawner::~ParticleSpawner() {}
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void ParticleSpawner::step(float dtime, ClientEnvironment &env)
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{
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m_time += dtime;
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if (m_spawntime != 0) // Spawner exists for a predefined timespan
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{
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for(std::vector<float>::iterator i = m_spawntimes.begin();
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i != m_spawntimes.end();)
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{
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if ((*i) <= m_time && m_amount > 0)
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{
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m_amount--;
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v3f pos = random_v3f(m_minpos, m_maxpos);
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v3f vel = random_v3f(m_minvel, m_maxvel);
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v3f acc = random_v3f(m_minacc, m_maxacc);
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float exptime = rand()/(float)RAND_MAX
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*(m_maxexptime-m_minexptime)
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+m_minexptime;
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float size = rand()/(float)RAND_MAX
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*(m_maxsize-m_minsize)
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+m_minsize;
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new Particle(
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m_gamedef,
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m_smgr,
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m_player,
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env,
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pos,
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vel,
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acc,
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exptime,
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size,
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m_collisiondetection,
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m_vertical,
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m_texture,
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v2f(0.0, 0.0),
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v2f(1.0, 1.0));
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i = m_spawntimes.erase(i);
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}
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else
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{
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i++;
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}
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}
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}
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else // Spawner exists for an infinity timespan, spawn on a per-second base
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{
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for (int i = 0; i <= m_amount; i++)
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{
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if (rand()/(float)RAND_MAX < dtime)
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{
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v3f pos = random_v3f(m_minpos, m_maxpos);
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v3f vel = random_v3f(m_minvel, m_maxvel);
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v3f acc = random_v3f(m_minacc, m_maxacc);
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float exptime = rand()/(float)RAND_MAX
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*(m_maxexptime-m_minexptime)
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+m_minexptime;
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float size = rand()/(float)RAND_MAX
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*(m_maxsize-m_minsize)
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+m_minsize;
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new Particle(
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m_gamedef,
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m_smgr,
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m_player,
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env,
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pos,
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vel,
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acc,
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exptime,
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size,
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m_collisiondetection,
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m_vertical,
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m_texture,
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v2f(0.0, 0.0),
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v2f(1.0, 1.0));
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}
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}
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}
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}
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void allparticlespawners_step (float dtime, ClientEnvironment &env)
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{
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for(std::map<u32, ParticleSpawner*>::iterator i =
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all_particlespawners.begin();
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i != all_particlespawners.end();)
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{
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if (i->second->get_expired())
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{
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delete i->second;
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all_particlespawners.erase(i++);
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}
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else
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{
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i->second->step(dtime, env);
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i++;
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}
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}
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}
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void delete_particlespawner (u32 id)
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{
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if (all_particlespawners.find(id) != all_particlespawners.end())
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{
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delete all_particlespawners.find(id)->second;
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all_particlespawners.erase(id);
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}
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}
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void clear_particles ()
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{
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for(std::map<u32, ParticleSpawner*>::iterator i =
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all_particlespawners.begin();
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i != all_particlespawners.end();)
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{
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delete i->second;
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all_particlespawners.erase(i++);
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}
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for(std::vector<Particle*>::iterator i =
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all_particles.begin();
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i != all_particles.end();)
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{
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(*i)->remove();
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delete *i;
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i = all_particles.erase(i);
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}
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}
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