- fire particle tweaking

- water puts out fires more slowly and the speed depends on the height of the water surface relative to the position of the firesource (instead of the volume of the water in the room)
- the extents of the firesources are visualized when debugdraw is on
- any >0.0 damage to structures has a chance of spawning some "shrapnel" particles
This commit is contained in:
Regalis
2017-03-30 21:50:18 +03:00
parent c58d7dfd73
commit c368d6ddf1
3 changed files with 43 additions and 26 deletions

View File

@@ -658,9 +658,9 @@ namespace Barotrauma
var section = sections[sectionIndex];
int particleAmount = (int)(Math.Min(Health - section.damage, damage) * Rand.Range(0.01f, 1.0f));
float particleAmount = Math.Min(Health - section.damage, damage) * Rand.Range(0.01f, 1.0f);
particleAmount = Math.Min(particleAmount, 200);
particleAmount = Math.Min(particleAmount + Rand.Range(-5,1), 100);
for (int i = 0; i < particleAmount; i++)
{
Vector2 particlePos = new Vector2(