Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
233 lines
8.8 KiB
C++
233 lines
8.8 KiB
C++
// SmokeParticle.cpp: implementation of the CSmokeParticle class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "SmokeParticle.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CSmokeParticle::CSmokeParticle()
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{
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}
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CSmokeParticle::~CSmokeParticle()
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{
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}
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void CSmokeParticle::Create(vector3 vecPos, vector3 vecDir)
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{
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m_vecNowPos=vecPos;
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vector3 vecPosRand;
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for(int cParticle=0;cParticle<20;cParticle++)
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{
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vecPosRand=vector3(Random(),Random(),Random());
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vecPosRand.Normalize();
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vecPosRand*=Random()*80.0f;
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ParticleNode AddNode;
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AddNode.m_vecPos0=vecPosRand;
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AddNode.m_vecPos=AddNode.m_vecPos0;
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vector3 vecVelRand=vector3(Random(),Random(),Random());
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vecVelRand.Normalize();
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vecVelRand=vecVelRand*5.0f;
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vecVelRand.y-=2.0f;
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AddNode.m_vecVelocity0=vecDir+vecVelRand;
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AddNode.m_vecVelocity=AddNode.m_vecVelocity0;
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AddNode.m_vecAccelate=vector3(0.005f,0.001f,0.0f);
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AddNode.m_fSize=200+rand()%30;
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AddNode.m_fFadeTime=(Random()+1.0f)*30.0f;
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AddNode.m_fNowTime=0.0f;
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AddNode.m_fFadeTime=100+rand()%300;
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AddNode.m_clrStartDiffuse.c=0xffffffff;
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AddNode.m_clrEndDiffuse.c=0xaaaaaaaa;
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m_ParticleNodeList.Add(AddNode);
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}
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CTexture::SetPath(FXTEXTUREPATH);
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m_ParticleTexture.Load("Circle.dds");
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}
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void CSmokeParticle::Render(LPDIRECT3DDEVICE8 pd3dDevice)
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{
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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//pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE);
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/*
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pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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*/
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pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,TRUE);
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//pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE);
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pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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pd3dDevice->SetRenderState( D3DRS_FOGENABLE,FALSE);
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pd3dDevice->SetRenderState( D3DRS_LIGHTING,FALSE);
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matrix matInit;
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matInit.MakeIdent();
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pd3dDevice->SetTransform(D3DTS_WORLD,matInit);
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vector3 vecTL(-1.0f,1.0f,0.0f);
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vector3 vecBL(-1.0f,-1.0f,0.0f);
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vector3 vecBR(1.0f,-1.0f,0.0f);
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vector3 vecTR(1.0f,1.0f,0.0f);
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matrix matPosition=*m_matPosition;
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matPosition._41=0.0f;
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matPosition._42=0.0f;
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matPosition._43=0.0f;
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matrix matTL,matBL,matBR,matTR;
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matTL.Translation(vecTL);
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matBL.Translation(vecBL);
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matBR.Translation(vecBR);
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matTR.Translation(vecTR);
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matTL=matTL*matPosition;
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matBL=matBL*matPosition;
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matBR=matBR*matPosition;
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matTR=matTR*matPosition;
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vecTL=matTL.GetLoc();
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vecBL=matBL.GetLoc();
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vecBR=matBR.GetLoc();
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vecTR=matTR.GetLoc();
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LVertex Vertex[4];
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Vertex[0].tu=0.0f;Vertex[0].tv=1.0f;
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Vertex[1].tu=0.0f;Vertex[1].tv=0.0f;
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Vertex[2].tu=1.0f;Vertex[2].tv=1.0f;
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Vertex[3].tu=1.0f;Vertex[3].tv=0.0f;
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pd3dDevice->SetVertexShader(LVERTEXFVF);
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pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
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pd3dDevice->SetTextureStageState(0,D3DTSS_TEXCOORDINDEX,0);
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pd3dDevice->SetTextureStageState(1,D3DTSS_TEXCOORDINDEX,1);
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pd3dDevice->SetTexture(0,m_ParticleTexture.GetTexture());
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pd3dDevice->SetTexture(1,NULL);
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Vertex[0].spec.c=0x0;Vertex[1].spec.c=0x0;Vertex[2].spec.c=0x0;Vertex[3].spec.c=0x0;
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for(int cParticle=0;cParticle<m_ParticleNodeList.num;cParticle++)
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{
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if(m_ParticleNodeList[cParticle].m_fNowTime>=m_ParticleNodeList[cParticle].m_fFadeTime)
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continue;
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/*
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vecTL=vector3( cosf( (3.14159f*0.75f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , sinf( (3.14159f*0.75f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , 0.0f );
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//vecTL=vector3(-1.0f,1.0f,0.0f);
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vecBL=vector3( cosf( (3.14159f*1.25f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , sinf( (3.14159f*1.25f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , 0.0f );
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//vecBL=vector3(-1.0f,-1.0f,0.0f);
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vecBR=vector3( cosf( (3.14159f*1.75f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , sinf( (3.14159f*1.75f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , 0.0f );
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//vecBR=vector3(1.0f,-1.0f,0.0f);
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vecTR=vector3( cosf( (3.14159f*0.25f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , sinf( (3.14159f*0.25f)+m_ParticleNodeList[cParticle].m_fSize/400.0f ) , 0.0f );
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//vecTR=vector3(1.0f,1.0f,0.0f);
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*/
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/*
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NSVertex[0].v.x+=fNsSize*cosf(0.0f + 3.14159f*(0.75f) - m_ViewCamera.GetRotationY() );
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NSVertex[0].v.y+=fNsSize*sinf(0.0f + 3.14159f*(0.75f) - m_ViewCamera.GetRotationY() );
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NSVertex[1].v.x+=fNsSize*cosf(3.1415f*0.5f+ 3.14159f*(0.75f) - m_ViewCamera.GetRotationY() );
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NSVertex[1].v.y+=fNsSize*sinf(3.1415f*0.5f+ 3.14159f*(0.75f) - m_ViewCamera.GetRotationY() );
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NSVertex[2].v.x+=fNsSize*cosf(3.1415f*1.5f+ 3.14159f*(0.75f) - m_ViewCamera.GetRotationY() );
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NSVertex[2].v.y+=fNsSize*sinf(3.1415f*1.5f+ 3.14159f*(0.75f) - m_ViewCamera.GetRotationY() );
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NSVertex[3].v.x+=fNsSize*cosf(3.1415f+ 3.14159f*(0.75f) - m_ViewCamera.GetRotationY() );
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NSVertex[3].v.y+=fNsSize*sinf(3.1415f+ 3.14159f*(0.75f) - m_ViewCamera.GetRotationY()
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*/
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//cosf(m_ParticleNodeList[cParticle].m_fSize);
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//sinf(m_ParticleNodeList[cParticle].m_fSize);
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Vertex[0].v=m_ParticleNodeList[cParticle].m_vecPos+vecBL*m_ParticleNodeList[cParticle].m_fSize+m_vecNowPos;
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Vertex[1].v=m_ParticleNodeList[cParticle].m_vecPos+vecTL*m_ParticleNodeList[cParticle].m_fSize+m_vecNowPos;
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Vertex[2].v=m_ParticleNodeList[cParticle].m_vecPos+vecBR*m_ParticleNodeList[cParticle].m_fSize+m_vecNowPos;
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Vertex[3].v=m_ParticleNodeList[cParticle].m_vecPos+vecTR*m_ParticleNodeList[cParticle].m_fSize+m_vecNowPos;
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Vertex[0].diff.c=Vertex[1].diff.c=Vertex[2].diff.c=Vertex[3].diff.c=
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m_ParticleNodeList[cParticle].m_clrNowDiffuse.c;
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pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,Vertex,sizeof(LVertex));
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}
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pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
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pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
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pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE);
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}
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bool CSmokeParticle::Update(float fUpdateTime)
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{
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/*
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m_NowTime+=0.0f;
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m_fNowVelocity+=m_fAcceleration;
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if(m_fNowVelocity>=60.0f)
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m_fNowVelocity=60.0f;
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if(m_NowTime > m_TotalRemainTime)
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return true;
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*/
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//m_vecNowPos=(m_vecTarget-m_vecPos)*(m_NowTime/m_TotalRemainTime)+m_vecPos;
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/*
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m_vecNowPos=m_vecPos;
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vector3 vecDirRand,vecPosRand;
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for(int cParticle=0;cParticle<m_ParticleNodeList.num;cParticle++)
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{
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if(m_ParticleNodeList[cParticle].m_fNowTime>=m_ParticleNodeList[cParticle].m_fFadeTime)
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{
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m_ParticleNodeList[cParticle].m_fNowTime=0.0f;
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m_ParticleNodeList[cParticle].m_vecPos=m_ParticleNodeList[cParticle].m_vecPos0;
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m_ParticleNodeList[cParticle].m_vecVelocity=m_ParticleNodeList[cParticle].m_vecVelocity0;
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}
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m_ParticleNodeList[cParticle].m_fNowTime+=fUpdateTime;
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m_ParticleNodeList[cParticle].m_vecPos+=m_ParticleNodeList[cParticle].m_vecVelocity;
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m_ParticleNodeList[cParticle].m_vecVelocity+=m_ParticleNodeList[cParticle].m_vecAccelate*m_ParticleNodeList[cParticle].m_fNowTime;
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m_ParticleNodeList[cParticle].m_clrNowDiffuse=color::Interpolation(m_ParticleNodeList[cParticle].m_clrStartDiffuse,
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m_ParticleNodeList[cParticle].m_clrEndDiffuse,
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m_ParticleNodeList[cParticle].m_fNowTime/m_ParticleNodeList[cParticle].m_fFadeTime);
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}
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return false;
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*/
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for(int cParticle=0;cParticle<m_ParticleNodeList.num;cParticle++)
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{
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if(m_ParticleNodeList[cParticle].m_fNowTime>=m_ParticleNodeList[cParticle].m_fFadeTime)
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{
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m_ParticleNodeList[cParticle].m_fNowTime=0.0f;
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m_ParticleNodeList[cParticle].m_vecPos=m_ParticleNodeList[cParticle].m_vecPos0;
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m_ParticleNodeList[cParticle].m_vecVelocity=m_ParticleNodeList[cParticle].m_vecVelocity0;
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m_ParticleNodeList[cParticle].m_fSize=100+rand()%30;
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}
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m_ParticleNodeList[cParticle].m_fNowTime+=fUpdateTime;
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m_ParticleNodeList[cParticle].m_vecPos+=m_ParticleNodeList[cParticle].m_vecVelocity;
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m_ParticleNodeList[cParticle].m_vecVelocity+=m_ParticleNodeList[cParticle].m_vecAccelate*m_ParticleNodeList[cParticle].m_fNowTime;
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m_ParticleNodeList[cParticle].m_clrNowDiffuse=color::Interpolation(m_ParticleNodeList[cParticle].m_clrStartDiffuse,
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m_ParticleNodeList[cParticle].m_clrEndDiffuse,
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m_ParticleNodeList[cParticle].m_fNowTime/m_ParticleNodeList[cParticle].m_fFadeTime);
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m_ParticleNodeList[cParticle].m_fSize+=(m_ParticleNodeList[cParticle].m_vecAccelate.x*m_ParticleNodeList[cParticle].m_fNowTime)*15.0f;
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}
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return false;
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}
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