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make handleParticleEvent actually parse the particle type instead of hardcoding hearts (#1399)
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@ -4036,6 +4036,8 @@ void ClientConnection::handleSetPlayerTeamPacket(shared_ptr<SetPlayerTeamPacket>
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void ClientConnection::handleParticleEvent(shared_ptr<LevelParticlesPacket> packet)
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void ClientConnection::handleParticleEvent(shared_ptr<LevelParticlesPacket> packet)
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{
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{
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ePARTICLE_TYPE particleId = (ePARTICLE_TYPE)Integer::parseInt(packet->getName());
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for (int i = 0; i < packet->getCount(); i++)
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for (int i = 0; i < packet->getCount(); i++)
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{
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{
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double xVarience = random->nextGaussian() * packet->getXDist();
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double xVarience = random->nextGaussian() * packet->getXDist();
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@ -4045,10 +4047,6 @@ void ClientConnection::handleParticleEvent(shared_ptr<LevelParticlesPacket> pack
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double ya = random->nextGaussian() * packet->getMaxSpeed();
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double ya = random->nextGaussian() * packet->getMaxSpeed();
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double za = random->nextGaussian() * packet->getMaxSpeed();
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double za = random->nextGaussian() * packet->getMaxSpeed();
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// TODO: determine particle ID from name
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assert(0);
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ePARTICLE_TYPE particleId = eParticleType_heart;
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level->addParticle(particleId, packet->getX() + xVarience, packet->getY() + yVarience, packet->getZ() + zVarience, xa, ya, za);
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level->addParticle(particleId, packet->getX() + xVarience, packet->getY() + yVarience, packet->getZ() + zVarience, xa, ya, za);
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}
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}
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}
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}
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