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Move TileAnimation code to seperate file
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10 changed files with 168 additions and 48 deletions
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@ -567,19 +567,20 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s
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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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video::ITexture *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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if(tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION)
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texture = tiles[texid].frames[0].texture;
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else
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texture = tiles[texid].texture;
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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 texsize(size * 2, 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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texpos.Y = ((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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