SBSPSS/source/fx/fxbaseemitter.cpp

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/**************************/
/*** Emitter Base Class ***/
/**************************/
#include "system\global.h"
#include <DStructs.h>
#include "utils\utils.h"
#include "gfx\prim.h"
#include "gfx\sprbank.h"
#include <sprites.h>
#include "level\level.h"
#include "game\game.h"
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#include "FX\FXBaseEmitter.h"
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/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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void CFXBaseEmitter::init(DVECTOR const &_Pos)
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{
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CFX::init(_Pos);
Width=Height=16;
CurrentCount=DataPtr->Rate;
Life=DataPtr->Life;
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}
/*****************************************************************************/
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void CFXBaseEmitter::shutdown()
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{
CFX::shutdown();
}
/*****************************************************************************/
/*** Think *******************************************************************/
/*****************************************************************************/
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void CFXBaseEmitter::think(int _frames)
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{
CFX::think(_frames);
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CurrentCount-=_frames;
if (CurrentCount<=0)
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{
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CurrentCount=DataPtr->Rate;
createParticle(_frames);
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}
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}
/*****************************************************************************/
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void CFXBaseEmitter::createParticle(int _frames)
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{
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CFX::Create(DataPtr->ParticleType,getPos());
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}
/*****************************************************************************/
/*** Render ******************************************************************/
/*****************************************************************************/
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void CFXBaseEmitter::render()
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{
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/*
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DVECTOR renderPos;
if (MapEmitter)
{
CFX::render();
if (!canRender()) return;
renderPos=getRenderPos();
}
else
{
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renderPos=getPos();
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}
POLY_F4 *f4;
f4=GetPrimF4();
setPolyF4(f4);
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setXYWH(f4,renderPos.vx,renderPos.vy,Width,Height);
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setSemiTrans(f4,1);
setShadeTex(f4,0);
setRGB0(f4,30,40,50);
AddPrimToList(f4,0);
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*/
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}