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ParticleSpawner::step cleanup and rotation fix (#6486)
* Particles: Move spawner code to a separate fucntion
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6b0fb94d60
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200e9cc4a2
@ -290,6 +290,59 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
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ParticleSpawner::~ParticleSpawner() {}
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void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
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bool is_attached, const v3f &attached_pos, float attached_yaw)
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{
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v3f ppos = m_player->getPosition() / BS;
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v3f pos = random_v3f(m_minpos, m_maxpos);
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// Need to apply this first or the following check
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// will be wrong for attached spawners
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if (is_attached) {
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pos.rotateXZBy(attached_yaw);
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pos += attached_pos;
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}
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if (pos.getDistanceFrom(ppos) > radius)
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return;
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v3f vel = random_v3f(m_minvel, m_maxvel);
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v3f acc = random_v3f(m_minacc, m_maxacc);
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if (is_attached) {
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// Apply attachment yaw
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vel.rotateXZBy(attached_yaw);
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acc.rotateXZBy(attached_yaw);
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}
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float exptime = rand() / (float)RAND_MAX
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* (m_maxexptime - m_minexptime)
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+ m_minexptime;
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float size = rand() / (float)RAND_MAX
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* (m_maxsize - m_minsize)
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+ m_minsize;
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m_particlemanager->addParticle(new Particle(
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m_gamedef,
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m_smgr,
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m_player,
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env,
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pos,
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vel,
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acc,
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exptime,
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size,
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m_collisiondetection,
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m_collision_removal,
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m_vertical,
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m_texture,
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v2f(0.0, 0.0),
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v2f(1.0, 1.0),
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m_animation,
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m_glow
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));
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}
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void ParticleSpawner::step(float dtime, ClientEnvironment* env)
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{
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m_time += dtime;
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@ -311,130 +364,33 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
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}
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}
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if (m_spawntime != 0) // Spawner exists for a predefined timespan
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{
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for(std::vector<float>::iterator i = m_spawntimes.begin();
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i != m_spawntimes.end();)
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{
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if ((*i) <= m_time && m_amount > 0)
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{
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if (m_spawntime != 0) {
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// Spawner exists for a predefined timespan
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for (std::vector<float>::iterator i = m_spawntimes.begin();
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i != m_spawntimes.end();) {
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if ((*i) <= m_time && m_amount > 0) {
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m_amount--;
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// Pretend to, but don't actually spawn a particle if it is
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// attached to an unloaded object or distant from player.
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if (!unloaded) {
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v3f ppos = m_player->getPosition() / BS;
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v3f pos = random_v3f(m_minpos, m_maxpos);
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if (!unloaded)
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spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
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// Need to apply this first or the following check
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// will be wrong for attached spawners
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if (is_attached)
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pos += attached_pos;
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if (pos.getDistanceFrom(ppos) <= radius) {
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v3f vel = random_v3f(m_minvel, m_maxvel);
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v3f acc = random_v3f(m_minacc, m_maxacc);
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if (is_attached) {
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// Apply attachment yaw and position
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pos.rotateXZBy(attached_yaw);
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vel.rotateXZBy(attached_yaw);
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acc.rotateXZBy(attached_yaw);
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}
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float exptime = rand()/(float)RAND_MAX
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*(m_maxexptime-m_minexptime)
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+m_minexptime;
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float size = rand()/(float)RAND_MAX
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*(m_maxsize-m_minsize)
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+m_minsize;
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Particle* toadd = new Particle(
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m_gamedef,
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m_smgr,
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m_player,
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env,
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pos,
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vel,
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acc,
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exptime,
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size,
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m_collisiondetection,
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m_collision_removal,
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m_vertical,
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m_texture,
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v2f(0.0, 0.0),
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v2f(1.0, 1.0),
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m_animation,
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m_glow);
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m_particlemanager->addParticle(toadd);
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}
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}
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i = m_spawntimes.erase(i);
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}
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else
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{
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} else {
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++i;
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}
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}
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}
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else // Spawner exists for an infinity timespan, spawn on a per-second base
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{
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} else {
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// Spawner exists for an infinity timespan, spawn on a per-second base
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// Skip this step if attached to an unloaded object
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if (unloaded)
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return;
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for (int i = 0; i <= m_amount; i++)
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{
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if (rand()/(float)RAND_MAX < dtime)
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{
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// Do not spawn particle if distant from player
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v3f ppos = m_player->getPosition() / BS;
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v3f pos = random_v3f(m_minpos, m_maxpos);
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// Need to apply this first or the following check
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// will be wrong for attached spawners
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if (is_attached)
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pos += attached_pos;
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if (pos.getDistanceFrom(ppos) <= radius) {
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v3f vel = random_v3f(m_minvel, m_maxvel);
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v3f acc = random_v3f(m_minacc, m_maxacc);
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if (is_attached) {
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// Apply attachment yaw and position
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pos.rotateXZBy(attached_yaw);
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vel.rotateXZBy(attached_yaw);
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acc.rotateXZBy(attached_yaw);
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}
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float exptime = rand()/(float)RAND_MAX
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*(m_maxexptime-m_minexptime)
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+m_minexptime;
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float size = rand()/(float)RAND_MAX
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*(m_maxsize-m_minsize)
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+m_minsize;
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Particle* toadd = new Particle(
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m_gamedef,
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m_smgr,
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m_player,
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env,
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pos,
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vel,
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acc,
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exptime,
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size,
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m_collisiondetection,
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m_collision_removal,
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m_vertical,
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m_texture,
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v2f(0.0, 0.0),
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v2f(1.0, 1.0),
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m_animation,
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m_glow);
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m_particlemanager->addParticle(toadd);
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}
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}
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for (int i = 0; i <= m_amount; i++) {
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if (rand() / (float)RAND_MAX < dtime)
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spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
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}
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}
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}
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@ -117,7 +117,7 @@ private:
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class ParticleSpawner
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{
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public:
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public:
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ParticleSpawner(IGameDef* gamedef,
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scene::ISceneManager *smgr,
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LocalPlayer *player,
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@ -144,8 +144,12 @@ class ParticleSpawner
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bool get_expired ()
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{ return (m_amount <= 0) && m_spawntime != 0; }
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private:
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ParticleManager* m_particlemanager;
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private:
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void spawnParticle(ClientEnvironment *env, float radius,
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bool is_attached, const v3f &attached_pos,
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float attached_yaw);
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ParticleManager *m_particlemanager;
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float m_time;
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IGameDef *m_gamedef;
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scene::ISceneManager *m_smgr;
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