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