Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
55 lines
1.2 KiB
C++
55 lines
1.2 KiB
C++
// Particle.h: interface for the CParticle class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_PARTICLE_H__B3B3EC93_033B_41B4_A21F_5C8245083E52__INCLUDED_)
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#define AFX_PARTICLE_H__B3B3EC93_033B_41B4_A21F_5C8245083E52__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "3DMath.h"
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#include <vector>
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#include "Vertex.h"
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#include "Texture.h"
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#include "BaseDataDefine.h"
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#define Random() (float)(rand()%10000-5000)/5000.0f
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class CParticle
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{
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protected:
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static matrix *m_matPosition;
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class ParticleNode
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{
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public:
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vector3 m_vecPos0;
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vector3 m_vecPos;
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vector3 m_vecVelocity0;
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vector3 m_vecVelocity;
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vector3 m_vecAccelate;
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float m_fSize;
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float m_fFadeTime;
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float m_fNowTime;
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color m_clrStartDiffuse;
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color m_clrEndDiffuse;
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color m_clrNowDiffuse;
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};
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CTexture m_ParticleTexture;
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public:
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std::vector<ParticleNode> m_ParticleNodeList;
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static void SetMatPosition(matrix *matPosition){m_matPosition=matPosition;};
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virtual bool Update(float fUpdateTime);
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virtual void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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virtual void Create();
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CParticle();
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virtual ~CParticle();
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};
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#endif // !defined(AFX_PARTICLE_H__B3B3EC93_033B_41B4_A21F_5C8245083E52__INCLUDED_)
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