forked from Mirrors/openclonk
Fix invisible water splash particles
parent
c9c64a942e
commit
634ec69052
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@ -353,7 +353,7 @@ private func RainDrop()
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var x_final = hit[0], y_final = hit[1], time_passed = hit[4];
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if (time_passed > 0)
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{
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ScheduleCall(this, "DropHit", time_passed, 0, mat, color, AbsX(x_final), AbsY(y_final));
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ScheduleCall(this, "DropHit", time_passed, 0, mat, color, x_final, y_final);
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}
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}
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}
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@ -370,7 +370,7 @@ private func SmokeyMaterial(string material_name)
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private func DropHit(string material_name, int color, int x_orig, int y_orig)
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{
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// Adjust position so that it's in the air.
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var x = x_orig, y = y_orig;
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var x = AbsX(x_orig), y = AbsY(y_orig);
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while (GBackSemiSolid(x, y - 1)) y--;
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InsertMaterial(Material(material_name), x, y);
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@ -383,9 +383,8 @@ private func DropHit(string material_name, int color, int x_orig, int y_orig)
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// Liquid? liquid splash!
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else if(GBackLiquid(x,y))
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{
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if(!GBackLiquid(x-1,y) || !GBackLiquid(x+1,y)) y += 1;
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particle_cache.splash_water = particle_cache.splash_water ?? Particles_SplashWater(color);
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CreateParticle("RaindropSplashLiquid", x, y, 0, 0, 50, particle_cache.splash_water, 0);
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CreateParticle("RaindropSplashLiquid", x, y - 3, 0, 0, 20, particle_cache.splash_water);
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}
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// Solid? normal splash!
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else
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