Nicer looking explosions
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@@ -159,18 +159,21 @@
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</smoke>
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<explosionfire
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startsizemin="1.0,1.0" startsizemax="1.5,1.5"
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sizechangemin="0.5,0.5" sizechangemax="0.6,0.6"
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startrotationmin ="0.0" startrotationmax="360"
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startsizemin="0.25,0.15" startsizemax="0.5,0.25"
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sizechangemin="0.2,0.2" sizechangemax="0.3,0.3"
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startrotationmin ="-50.0" startrotationmax="50"
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startcolor="1.0, 1.0, 1.0" startalpha="1.0"
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colorchange="-0.6, -0.6, -0.6, -0.5"
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lifetime="5.0"
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growtime ="0.05"
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drawtarget="air"
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collideswithwalls="true"
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collisionradius="100"
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blendstate="additive"
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velocitychange="0.0, 0.5">
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<sprite texture="Content/Particles/explosion.png" sourcerect="0,0,128,128"/>
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velocitychange="0.0, 1.0"
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animduration="1.2"
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loopanim="false">
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<animatedsprite texture="Content/Particles/FlameRoundParticleSheet.png" sourcerect="0,0,2048,2048" columns="10" rows="5" origin="0.5,0.8"/>
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</explosionfire>
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<weld
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@@ -15,7 +15,7 @@ namespace Barotrauma
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public float CameraShake;
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private bool sparks, shockwave, flames;
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private bool sparks, shockwave, flames, smoke;
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public Explosion(XElement element)
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{
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@@ -25,7 +25,8 @@ namespace Barotrauma
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sparks = ToolBox.GetAttributeBool(element, "sparks", true);
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shockwave = ToolBox.GetAttributeBool(element, "shockwave", true);
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flames = ToolBox.GetAttributeBool(element, "flames", true);
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flames = ToolBox.GetAttributeBool(element, "flames", true);
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smoke = ToolBox.GetAttributeBool(element, "smoke", true);
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CameraShake = ToolBox.GetAttributeFloat(element, "camerashake", attack.Range*0.1f);
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}
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@@ -53,8 +54,13 @@ namespace Barotrauma
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}
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if (flames)
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{
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GameMain.ParticleManager.CreateParticle("explosionfire", worldPosition + Rand.Vector(50f),
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Rand.Vector(Rand.Range(50f, 100.0f)), 0.0f, hull);
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GameMain.ParticleManager.CreateParticle("explosionfire", ClampParticlePos(worldPosition + Rand.Vector(50f), hull),
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Rand.Vector(Rand.Range(50.0f, 100.0f)), 0.0f, hull);
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}
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if (smoke)
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{
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GameMain.ParticleManager.CreateParticle("smoke", ClampParticlePos(worldPosition + Rand.Vector(50f), hull),
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Rand.Vector(Rand.Range(1.0f, 10.0f)), 0.0f, hull);
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}
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}
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@@ -91,9 +97,19 @@ namespace Barotrauma
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}
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private Vector2 ClampParticlePos(Vector2 particlePos, Hull hull)
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{
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if (hull == null) return particlePos;
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return new Vector2(
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MathHelper.Clamp(particlePos.X, hull.WorldRect.X, hull.WorldRect.Right),
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MathHelper.Clamp(particlePos.Y, hull.WorldRect.Y - hull.WorldRect.Height, hull.WorldRect.Y));
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}
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private IEnumerable<object> DimLight(LightSource light)
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{
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float currBrightness= 1.0f;
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float currBrightness = 1.0f;
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float startRange = light.Range;
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while (light.Color.A > 0.0f)
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@@ -101,13 +117,13 @@ namespace Barotrauma
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light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness);
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light.Range = startRange * currBrightness;
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currBrightness -= CoroutineManager.DeltaTime*10.0f;
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currBrightness -= CoroutineManager.DeltaTime * 20.0f;
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yield return CoroutineStatus.Running;
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}
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light.Remove();
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yield return CoroutineStatus.Success;
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}
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