forked from Mirrors/openclonk
Added helper function Particles_Colored - creates a colored version of a base particle.
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@ -0,0 +1,44 @@
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<!DOCTYPE funcs
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SYSTEM '../../../clonk.dtd'>
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<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
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<funcs>
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<func>
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<title>Particles_Colored</title>
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<category>Particles</category>
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<version>5.3.3 OC</version>
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<syntax>
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<rtype>proplist</rtype>
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<params>
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<param>
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<type>proplist</type>
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<name>prototype</name>
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<desc>Particle prototype of which a colored version is returned.</desc>
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</param>
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<param>
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<type>int</type>
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<name>color1</name>
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<desc>RGB color in format 0xRRGGBB</desc>
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</param>
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<param>
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<type>int</type>
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<name>color2</name>
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<desc>Secondary color. If given, particles are created with a random color between color and color2.</desc>
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<optional />
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</param>
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</params>
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</syntax>
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<desc>Creates a colored version of another particle definition.</desc>
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<examples>
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<example>
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<code>CreateParticle("MagicSpark", 0,0, PV_Random(-10,10), PV_Random(-10,10), PV_Random(10,50), Particles_Colored(Particles_Spark(),0xff0000,0x00ff00), 15);</code>
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<text>Creates 15 particles with coloration varying between red and green.</text>
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</example>
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</examples>
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<remark>See the <emlink href="particle/index.html">particle documentation</emlink> for further explanations of the particle system.</remark>
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<related>
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<funclink>CreateParticle</funclink>
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</related>
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</func>
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<author>Sven2</author><date>2013-12</date>
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</funcs>
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@ -147,6 +147,27 @@ global func Particles_Spark()
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};
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}
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global func Particles_Colored(prototype, color, color2)
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{
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// Colors the given particle. If color2 is given, colors in a random fade between color and color2
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if (GetType(color2))
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{
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return {
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Prototype = prototype,
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R = PV_Random((color >> 16) & 0xff, (color2 >> 16) & 0xff),
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G = PV_Random((color >> 8) & 0xff, (color2 >> 8) & 0xff),
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B = PV_Random((color >> 0) & 0xff, (color2 >> 0) & 0xff),
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};
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}
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else
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return {
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Prototype = prototype,
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R = (color >> 16) & 0xff,
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G = (color >> 8) & 0xff,
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B = (color >> 0) & 0xff
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};
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}
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global func Particles_SparkFire()
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{
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return
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