#include "stdafx.h" #include "HugeExplosionSeedParticle.h" #include "..\Minecraft.World\Random.h" #include "..\Minecraft.World\net.minecraft.world.level.h" HugeExplosionSeedParticle::HugeExplosionSeedParticle(Level *level, double x, double y, double z, double xa, double ya, double za) : Particle(level,x,y,z,0,0,0) { life = 0; lifeTime = 8; } void HugeExplosionSeedParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2) { } void HugeExplosionSeedParticle::tick() { // Horrible hack to communicate with the level renderer, which is just attached as a listener to this level. This let's the particle // rendering know to use this level (rather than try to work it out from the current player), and to not bother distance clipping particles // which would again be based on the current player. Minecraft::GetInstance()->animateTickLevel = level; for (int i = 0; i < 6; i++) { double xx = x + (random->nextDouble() - random->nextDouble()) * 4; double yy = y + (random->nextDouble() - random->nextDouble()) * 4; double zz = z + (random->nextDouble() - random->nextDouble()) * 4; level->addParticle(eParticleType_largeexplode, xx, yy, zz, life / (float) lifeTime, 0, 0); } Minecraft::GetInstance()->animateTickLevel = NULL; life++; if (life == lifeTime) remove(); } int HugeExplosionSeedParticle::getParticleTexture() { return ParticleEngine::TERRAIN_TEXTURE; }