mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Fix memory leaks due to messed up memory handling for particles as well as their spawners
This commit is contained in:
parent
e201620ee1
commit
63867b1a37
5 changed files with 285 additions and 184 deletions
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@ -31,6 +31,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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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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#include "client.h"
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/*
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Utility
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@ -43,14 +44,11 @@ v3f random_v3f(v3f min, v3f max)
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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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ClientEnvironment *env,
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v3f pos,
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v3f velocity,
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v3f acceleration,
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@ -66,7 +64,7 @@ Particle::Particle(
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{
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// Misc
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m_gamedef = gamedef;
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m_env = &env;
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m_env = env;
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// Texture
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m_material.setFlag(video::EMF_LIGHTING, false);
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@ -100,8 +98,6 @@ Particle::Particle(
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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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@ -216,98 +212,6 @@ void Particle::updateVertices()
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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)
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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);
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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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@ -316,7 +220,9 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
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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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bool collisiondetection, bool vertical, video::ITexture *texture, u32 id,
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ParticleManager *p_manager) :
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m_particlemanager(p_manager)
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{
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m_gamedef = gamedef;
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m_smgr = smgr;
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@ -343,13 +249,11 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
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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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void ParticleSpawner::step(float dtime, ClientEnvironment* env)
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{
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m_time += dtime;
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@ -372,7 +276,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment &env)
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*(m_maxsize-m_minsize)
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+m_minsize;
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new Particle(
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Particle* toadd = new Particle(
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m_gamedef,
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m_smgr,
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m_player,
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@ -387,6 +291,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment &env)
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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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m_particlemanager->addParticle(toadd);
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i = m_spawntimes.erase(i);
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}
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else
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@ -431,50 +336,245 @@ void ParticleSpawner::step(float dtime, ClientEnvironment &env)
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}
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}
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void allparticlespawners_step (float dtime, ClientEnvironment &env)
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ParticleManager::ParticleManager(ClientEnvironment* env) :
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m_env(env)
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{}
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ParticleManager::~ParticleManager()
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{
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clearAll();
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}
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void ParticleManager::step(float dtime)
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{
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stepParticles (dtime);
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stepSpawners (dtime);
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}
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void ParticleManager::stepSpawners (float dtime)
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{
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JMutexAutoLock lock(m_spawner_list_lock);
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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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m_particle_spawners.begin();
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i != m_particle_spawners.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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m_particle_spawners.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->second->step(dtime, m_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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void ParticleManager::stepParticles (float dtime)
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{
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if (all_particlespawners.find(id) != all_particlespawners.end())
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JMutexAutoLock lock(m_particle_list_lock);
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for(std::vector<Particle*>::iterator i = m_particles.begin();
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i != m_particles.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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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 = m_particles.erase(i);
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}
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else
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{
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(*i)->step(dtime);
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i++;
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}
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}
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}
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void clear_particles ()
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void ParticleManager::clearAll ()
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{
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JMutexAutoLock lock(m_spawner_list_lock);
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JMutexAutoLock lock2(m_particle_list_lock);
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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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m_particle_spawners.begin();
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i != m_particle_spawners.end();)
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{
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delete i->second;
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all_particlespawners.erase(i++);
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m_particle_spawners.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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m_particles.begin();
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i != m_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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i = m_particles.erase(i);
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}
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}
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void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
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scene::ISceneManager* smgr, LocalPlayer *player)
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{
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if (event->type == CE_DELETE_PARTICLESPAWNER) {
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JMutexAutoLock lock(m_spawner_list_lock);
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if (m_particle_spawners.find(event->delete_particlespawner.id) !=
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m_particle_spawners.end())
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{
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delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
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m_particle_spawners.erase(event->delete_particlespawner.id);
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}
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// no allocated memory in delete event
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return;
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}
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if (event->type == CE_ADD_PARTICLESPAWNER) {
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{
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JMutexAutoLock lock(m_spawner_list_lock);
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if (m_particle_spawners.find(event->delete_particlespawner.id) !=
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m_particle_spawners.end())
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{
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delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
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m_particle_spawners.erase(event->delete_particlespawner.id);
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}
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}
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video::ITexture *texture =
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gamedef->tsrc()->getTexture(*(event->add_particlespawner.texture));
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ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player,
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event->add_particlespawner.amount,
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event->add_particlespawner.spawntime,
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*event->add_particlespawner.minpos,
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*event->add_particlespawner.maxpos,
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*event->add_particlespawner.minvel,
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*event->add_particlespawner.maxvel,
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*event->add_particlespawner.minacc,
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*event->add_particlespawner.maxacc,
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event->add_particlespawner.minexptime,
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event->add_particlespawner.maxexptime,
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event->add_particlespawner.minsize,
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event->add_particlespawner.maxsize,
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event->add_particlespawner.collisiondetection,
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event->add_particlespawner.vertical,
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texture,
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event->add_particlespawner.id,
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this);
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/* delete allocated content of event */
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delete event->add_particlespawner.minpos;
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delete event->add_particlespawner.maxpos;
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delete event->add_particlespawner.minvel;
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delete event->add_particlespawner.maxvel;
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delete event->add_particlespawner.minacc;
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delete event->add_particlespawner.texture;
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delete event->add_particlespawner.maxacc;
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{
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JMutexAutoLock lock(m_spawner_list_lock);
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m_particle_spawners.insert(
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std::pair<u32, ParticleSpawner*>(
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event->delete_particlespawner.id,
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toadd));
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}
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return;
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}
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if (event->type == CE_SPAWN_PARTICLE) {
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video::ITexture *texture =
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gamedef->tsrc()->getTexture(*(event->spawn_particle.texture));
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Particle* toadd = new Particle(gamedef, smgr, player, m_env,
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*event->spawn_particle.pos,
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*event->spawn_particle.vel,
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*event->spawn_particle.acc,
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event->spawn_particle.expirationtime,
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event->spawn_particle.size,
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event->spawn_particle.collisiondetection,
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event->spawn_particle.vertical,
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texture,
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v2f(0.0, 0.0),
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v2f(1.0, 1.0));
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addParticle(toadd);
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delete event->spawn_particle.pos;
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delete event->spawn_particle.vel;
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delete event->spawn_particle.acc;
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return;
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}
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}
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void ParticleManager::addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, 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, pos, tiles);
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}
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}
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void ParticleManager::addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
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{
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addNodeParticle(gamedef, smgr, player, pos, tiles);
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}
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void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, 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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Particle* toadd = new Particle(
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gamedef,
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smgr,
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player,
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m_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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addParticle(toadd);
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}
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void ParticleManager::addParticle(Particle* toadd)
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{
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JMutexAutoLock lock(m_particle_list_lock);
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m_particles.push_back(toadd);
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}
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