forked from Mirrors/openclonk
adapted remaining usages of ExploSmoke* to new particle system
parent
241ea62d0f
commit
875823644d
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[Particle]
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Name=Blast
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MaxCount=300
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InitFn=StdInit
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ExecFn=StdExec
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DrawFn=Std
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Face=0,0,40,40,-20,-20
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Delay=1
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AlphaFade=1
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Repeats=1
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Reverse=1
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Additive=1
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@ -1,11 +0,0 @@
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[Particle]
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Name=ExploSmoke
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MaxCount=800
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InitFn=StdInit
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ExecFn=StdExec
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DrawFn=Std
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Face=0,0,64,64,-32,-32
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Delay=0
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Repeats=1
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AlphaFade=1
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FadeDelay=2
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[Particle]
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Name=ExploSmokeFastFade
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MaxCount=800
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InitFn=StdInit
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ExecFn=StdExec
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DrawFn=Std
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Face=0,0,64,64,-32,-32
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Delay=0
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Repeats=1
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AlphaFade=2
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FadeDelay=1
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@ -0,0 +1,3 @@
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[Particle]
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Name=SmokeThick
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Face=0,0,64,64,-32,-32
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@ -170,12 +170,10 @@ private func FireWeapon(object clonk, int angle)
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if(Abs(Normalize(angle,-180)) > 90)
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IY=Cos(180-angle,MuzzleDown)+MuzzleOffset;
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for(var i=0; i<10; ++i)
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{
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var speed = RandomX(0,10);
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var r = angle;
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CreateParticle("ExploSmoke",IX,IY,+Sin(r,speed)+RandomX(-2,2),-Cos(r,speed)+RandomX(-2,2),RandomX(100,400),RGBa(255,255,255,50));
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}
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var x = Sin(angle, 20);
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var y = -Cos(angle, 20);
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CreateParticleEx("Smoke", IX, IY, PV_Random(x - 20, x + 20), PV_Random(y - 20, y + 20), PV_Random(40, 60), Particles_Smoke(), 20);
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CreateParticle("MuzzleFlash",IX,IY,+Sin(angle,500),-Cos(angle,500),450,RGB(255,255,255),clonk);
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CreateParticleEx("Flash", 0, 0, 0, 0, 8, Particles_Flash());
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@ -59,7 +59,7 @@ func DoExplode()
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Sound("BlastLiquid2");
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else
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Sound("BlastMetal");
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CreateParticle("ExploSmoke", 0,0,0,0,390,RGBa(255,255,255,165));
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CreateParticleEx("Smoke", PV_Random(-30, 30), PV_Random(-30, 30), 0, 0, PV_Random(40, 60), Particles_Smoke(), 60);
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Explode(24);
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}
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@ -168,12 +168,10 @@ private func FireWeapon(object clonk, int angle)
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Sound("GunShoot?");
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// Muzzle Flash & gun smoke
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for(var i=0; i<10; ++i)
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{
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var speed = RandomX(0,10);
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var r = angle;
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CreateParticle("ExploSmoke",IX,IY,+Sin(r,speed)+RandomX(-2,2),-Cos(r,speed)+RandomX(-2,2),RandomX(100,400),RGBa(255,255,255,50));
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}
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var x = Sin(angle, 20);
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var y = -Cos(angle, 20);
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CreateParticleEx("Smoke", IX, IY, PV_Random(x - 20, x + 20), PV_Random(y - 20, y + 20), PV_Random(40, 60), Particles_Smoke(), 20);
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CreateParticle("MuzzleFlash",IX,IY,+Sin(angle,500),-Cos(angle,500),450,RGB(255,255,255),clonk);
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CreateParticleEx("Flash", 0, 0, 0, 0, 8, Particles_Flash());
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}
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@ -56,7 +56,7 @@ protected func FxWorkingTimer()
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private func Smoking()
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{
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if(Random(3)) CreateParticle("ExploSmoke", -10,-40, 0,-5,100 + Random(150),RGBa(128,255,128,55));
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Smoke(-10, -40, 6);
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}
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local ActMap = {
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@ -22,5 +22,5 @@ func Hit()
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func DoSmoke()
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{
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++time;
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CreateParticle("ExploSmokeFastFade", RandomX(-5,5), RandomX(-5,5), 0, 0, Max(10, 300 - time * 5), RGB(100, 100, 100));
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Smoke(RandomX(-5, 5), RandomX(-5, 5), 2);
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}
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@ -79,8 +79,8 @@ public func FxSmeltingTimer(object target, proplist effect, int time)
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CreateParticleEx("Fire", -10 * GetCalcDir(), 20, PV_Random(-1, 1), PV_Random(-1, 1), PV_Random(18, 36), Particles_Fire(), 2);
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// Smoke from the pipes.
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CreateParticle("ExploSmoke", -9*GetCalcDir(), -31, RandomX(-2,1), -7 + RandomX(-2,2), RandomX(60,125), RGBa(255,255,255,50));
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CreateParticle("ExploSmoke", -16*GetCalcDir(), -27, RandomX(-1,2), -7 + RandomX(-2,2), RandomX(30,90), RGBa(255,255,255,50));
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Smoke( -9*GetCalcDir(), -31, 6);
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Smoke(-16*GetCalcDir(), -27, 3);
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// Furnace sound after some time.
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if (time == 30)
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@ -69,12 +69,10 @@ public func ContainedUseStop(object clonk, int ix, int iy)
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var IX = Sin(GetR(), 30);
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var IY = -Cos(GetR(), 30);
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for(var i=0; i<10; ++i)
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{
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var speed = RandomX(0,10);
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var r = angle;
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CreateParticle("ExploSmoke",IX,IY,+Sin(r,speed)+RandomX(-2,2) + GetXDir()/2,-Cos(r,speed)+RandomX(-2,2) + GetYDir()/2,RandomX(100,400),RGBa(255,255,255,50));
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}
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var x = Sin(angle, 20);
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var y = -Cos(angle, 20);
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CreateParticleEx("Smoke", IX, IY, PV_Random(x - 20, x + 20), PV_Random(y - 20, y + 20), PV_Random(40, 60), Particles_Smoke(), 20);
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CreateParticle("MuzzleFlash",IX,IY,+Sin(angle,500),-Cos(angle,500),600,RGB(255,255,255),this);
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CreateParticleEx("Flash", 0, 0, GetXDir(), GetYDir(), 8, Particles_Flash());
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@ -276,11 +276,11 @@ protected func DoFire(object iammo, object clonk, int angle)
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var px = Cos(r/angPrec - 90,dist);
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var py = Sin(r/angPrec - 90,dist) - 4;
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CreateParticleEx("Flash", px, py, 0, 0, 8, Particles_Flash());
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for(var i=0; i<15; ++i) //liberated from musket script... I'm horrible at particles :p
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{
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var speed = RandomX(0,10);
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CreateParticle("ExploSmoke",px,py,+Sin(r/angPrec,speed)+RandomX(-2,2),-Cos(r/angPrec,speed)+RandomX(-2,2),RandomX(100,400),RGBa(255,255,255,75));
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}
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var x = Sin(r/angPrec, 20);
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var y = -Cos(r/angPrec, 20);
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CreateParticleEx("Smoke", px, py, PV_Random(x - 20, x + 20), PV_Random(y - 20, y + 20), PV_Random(40, 60), Particles_Smoke(), 20);
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CreateParticle("MuzzleFlash",px,py,px,py+4,700,RGB(255,255,255)); //muzzle flash uses speed as Rotation... so I negate the -4
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//sound
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