2012-12-31 13:33:36 -05:00
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/*
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2013-02-24 12:40:43 -05:00
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Minetest
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2013-02-24 13:38:45 -05:00
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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2012-12-31 13:33:36 -05:00
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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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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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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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AtlasPointer ap
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):
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scene::ISceneNode(smgr->getRootSceneNode(), smgr, id)
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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, 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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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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// 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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this->setAutomaticCulling(scene::EAC_OFF);
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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(this, scene::ESNRP_TRANSPARENT);
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SceneManager->registerNodeForRendering(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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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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}
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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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// Update lighting
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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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std::vector<Particle*> all_particles;
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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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{
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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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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, 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 addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, 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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// 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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{
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// Texture
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u8 texid = myrand_range(0,5);
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AtlasPointer ap = 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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float texsize = size*2;
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float x1 = ap.x1();
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float y1 = ap.y1();
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ap.size.X = (ap.x1() - ap.x0()) * texsize;
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ap.size.Y = (ap.x1() - ap.x0()) * texsize;
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ap.pos.X = ap.x0() + (x1 - ap.x0()) * ((rand()%64)/64.-texsize);
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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 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 *particle = 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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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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ap);
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all_particles.push_back(particle);
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}
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