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Allow spawning particles from the server, from lua
Spawn single particles or make use of ParticleSpawner for many randomly spawned particles. Accessible in Lua using minetest.spawn_particle and minetest.add_particlespawner. Increase Protocol Version to 17. Conflicts: src/clientserver.h
This commit is contained in:
parent
ab57fdac44
commit
e1ff5b1361
13 changed files with 1060 additions and 56 deletions
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@ -32,19 +32,34 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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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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s32 id,
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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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AtlasPointer ap
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):
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scene::ISceneNode(smgr->getRootSceneNode(), smgr, id)
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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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@ -57,7 +72,6 @@ Particle::Particle(
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m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_material.setTexture(0, ap.atlas);
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m_ap = ap;
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m_light = 0;
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// Particle related
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@ -68,10 +82,20 @@ Particle::Particle(
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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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// Irrlicht stuff (TODO)
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m_collisionbox = core::aabbox3d<f32>(-size/2,-size/2,-size/2,size/2,size/2,size/2);
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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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@ -82,8 +106,10 @@ void Particle::OnRegisterSceneNode()
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{
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if (IsVisible)
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{
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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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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@ -96,45 +122,45 @@ void Particle::render()
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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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video::SColor c(255, m_light, m_light, m_light);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0, c, m_ap.x0(), m_ap.y1()),
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video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0, c, m_ap.x1(), m_ap.y1()),
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video::S3DVertex(m_size/2,m_size/2,0, 0,0,0, c, m_ap.x1(), m_ap.y0()),
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video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0, c ,m_ap.x0(), m_ap.y0()),
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};
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for(u16 i=0; i<4; i++)
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{
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vertices[i].Pos.rotateYZBy(m_player->getPitch());
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vertices[i].Pos.rotateXZBy(m_player->getYaw());
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m_box.addInternalPoint(vertices[i].Pos);
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vertices[i].Pos += m_pos*BS;
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}
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u16 indices[] = {0,1,2, 2,3,0};
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driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
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video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
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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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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.getClientMap(), 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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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.getClientMap(), 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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@ -151,11 +177,37 @@ void Particle::step(float dtime, ClientEnvironment &env)
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m_light = decode_light(light);
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}
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std::vector<Particle*> all_particles;
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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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m_vertices[0] = video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0,
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c, m_ap.x0(), m_ap.y1());
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m_vertices[1] = video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0,
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c, m_ap.x1(), m_ap.y1());
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m_vertices[2] = video::S3DVertex(m_size/2,m_size/2,0, 0,0,0,
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c, m_ap.x1(), m_ap.y0());
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m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0,
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c ,m_ap.x0(), m_ap.y0());
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for(u16 i=0; i<4; i++)
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{
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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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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(); i != all_particles.end();)
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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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@ -171,22 +223,28 @@ void allparticles_step (float dtime, ClientEnvironment &env)
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}
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}
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void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
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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, pos, tiles);
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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, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
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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, pos, tiles);
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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, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
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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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@ -205,7 +263,10 @@ void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer
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ap.pos.Y = ap.y0() + (y1 - ap.y0()) * ((rand()%64)/64.-texsize);
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// Physics
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v3f velocity((rand()%100/50.-1)/1.5, rand()%100/35., (rand()%100/50.-1)/1.5);
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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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@ -213,17 +274,180 @@ void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer
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(f32)pos.Z+rand()%100/200.-0.25
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);
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Particle *particle = new Particle(
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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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0,
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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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ap);
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all_particles.push_back(particle);
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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, AtlasPointer ap, 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_ap = ap;
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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_ap);
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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_ap);
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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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all_particles.erase(i);
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}
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}
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