Renamed project folders from Subsurface to Barotrauma
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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using FarseerPhysics;
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using System;
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namespace Barotrauma.Particles
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{
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class ParticleEmitterPrefab
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{
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public readonly string Name;
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public readonly ParticlePrefab particlePrefab;
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public readonly float AngleMin, AngleMax;
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public readonly float VelocityMin, VelocityMax;
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public readonly float ScaleMin, ScaleMax;
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public readonly float ParticleAmount;
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public ParticleEmitterPrefab(XElement element)
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{
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Name = element.Name.ToString();
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particlePrefab = GameMain.ParticleManager.FindPrefab(ToolBox.GetAttributeString(element, "particle", ""));
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if (element.Attribute("startrotation") == null)
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{
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AngleMin = ToolBox.GetAttributeFloat(element, "anglemin", 0.0f);
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AngleMax = ToolBox.GetAttributeFloat(element, "anglemax", 0.0f);
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}
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else
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{
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AngleMin = ToolBox.GetAttributeFloat(element, "angle", 0.0f);
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AngleMax = AngleMin;
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}
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AngleMin = MathHelper.ToRadians(AngleMin);
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AngleMax = MathHelper.ToRadians(AngleMax);
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if (element.Attribute("scalemin")==null)
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{
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ScaleMin = 1.0f;
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ScaleMax = 1.0f;
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}
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else
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{
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ScaleMin = ToolBox.GetAttributeFloat(element,"scalemin",1.0f);
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ScaleMax = Math.Max(ScaleMin, ToolBox.GetAttributeFloat(element, "scalemax", 1.0f));
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}
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if (element.Attribute("velocity") == null)
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{
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VelocityMin = ToolBox.GetAttributeFloat(element, "velocitymin", 0.0f);
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VelocityMax = ToolBox.GetAttributeFloat(element, "velocitymax", 0.0f);
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}
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else
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{
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VelocityMin = ToolBox.GetAttributeFloat(element, "velocity", 0.0f);
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VelocityMax = VelocityMin;
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}
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ParticleAmount = ToolBox.GetAttributeInt(element, "particleamount", 1);
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}
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public void Emit(Vector2 position, Hull hullGuess = null)
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{
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for (int i = 0; i<ParticleAmount; i++)
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{
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float angle = Rand.Range(AngleMin, AngleMax);
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Vector2 velocity = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * Rand.Range(VelocityMin, VelocityMax);
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var particle = GameMain.ParticleManager.CreateParticle(particlePrefab, position, velocity, 0.0f, hullGuess);
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if (particle!=null)
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{
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particle.Size *= Rand.Range(ScaleMin, ScaleMax);
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}
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}
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}
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}
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}
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