#include "../../Platform/stdafx.h" #include "HugeExplosionSeedParticle.h" #include "../../../Minecraft.World/Util/Random.h" #include "../../../Minecraft.World/Headers/net.minecraft.world.level.h" HugeExplosionSeedParticle::HugeExplosionSeedParticle(Level* level, double x, double y, double z, double xa, double ya, double za) : Particle(level, x, y, z, 0, 0, 0) { life = 0; lifeTime = 8; } void HugeExplosionSeedParticle::render(Tesselator* t, float a, float xa, float ya, float za, float xa2, float za2) {} void HugeExplosionSeedParticle::tick() { // Horrible hack to communicate with the level renderer, which is just // attached as a listener to this level. This let's the particle rendering // know to use this level (rather than try to work it out from the current // player), and to not bother distance clipping particles which would again // be based on the current player. Minecraft::GetInstance()->animateTickLevel = level; for (int i = 0; i < 6; i++) { double xx = x + (random->nextDouble() - random->nextDouble()) * 4; double yy = y + (random->nextDouble() - random->nextDouble()) * 4; double zz = z + (random->nextDouble() - random->nextDouble()) * 4; level->addParticle(eParticleType_largeexplode, xx, yy, zz, life / (float)lifeTime, 0, 0); } Minecraft::GetInstance()->animateTickLevel = NULL; life++; if (life == lifeTime) remove(); } int HugeExplosionSeedParticle::getParticleTexture() { return ParticleEngine::TERRAIN_TEXTURE; }