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