Animated fire & smoke particles
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@@ -13,6 +13,9 @@ namespace Barotrauma.Particles
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public readonly List<Sprite> Sprites;
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public readonly float AnimDuration;
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public readonly bool LoopAnim;
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public readonly float AngularVelocityMin, AngularVelocityMax;
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public readonly float StartRotationMin, StartRotationMax;
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@@ -53,11 +56,21 @@ namespace Barotrauma.Particles
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
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Sprites.Add(new Sprite(subElement));
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "sprite":
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Sprites.Add(new Sprite(subElement));
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break;
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case "spritesheet":
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case "animatedsprite":
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Sprites.Add(new SpriteSheet(subElement));
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break;
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}
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}
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AnimDuration = ToolBox.GetAttributeFloat(element, "animduration", 1.0f);
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LoopAnim = ToolBox.GetAttributeBool(element, "loopanim", true);
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if (element.Attribute("angularvelocity") == null)
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{
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AngularVelocityMin = ToolBox.GetAttributeFloat(element, "angularvelocitymin", 0.0f);
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@@ -134,7 +147,9 @@ namespace Barotrauma.Particles
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DeleteOnCollision = ToolBox.GetAttributeBool(element, "deleteoncollision", false);
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CollidesWithWalls = ToolBox.GetAttributeBool(element, "collideswithwalls", false);
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CollisionRadius = ToolBox.GetAttributeFloat(element, "collisionradius", Sprites[0].SourceRect.Width/2.0f);
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CollisionRadius = ToolBox.GetAttributeFloat(element,
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"collisionradius",
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Sprites.Count > 0 ? 1 : Sprites[0].SourceRect.Width / 2.0f);
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ColorChange = ToolBox.GetAttributeVector4(element, "colorchange", Vector4.Zero);
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