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Make particles bigger, move faster, and fall faster.
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@ -36,7 +36,7 @@ namespace ClassicalSharp.Particles {
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Matrix4 camera = game.View;
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Vector3 right = new Vector3( camera.Row0.X, camera.Row1.X, camera.Row2.X );
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Vector3 up = new Vector3( camera.Row0.Y, camera.Row1.Y, camera.Row2.Y );
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float x = Size.X * 8, y = Size.Y * 8;
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float x = Size.X * 4, y = Size.Y * 4;
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centre.Y += Size.Y / 2;
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p111 = Transform( -x, -y, ref centre, ref up, ref right );
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@ -83,7 +83,7 @@ namespace ClassicalSharp.Particles {
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particleRec.V1 = (float)( rec.V1 + rnd.Next( 0, cellsCountY ) * elementYSize );
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particleRec.U2 = particleRec.U1 + elementXSize;
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particleRec.V2 = particleRec.V1 + elementYSize;
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double life = 3 - rnd.NextDouble();
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double life = 1.5 - rnd.NextDouble();
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particles.Add( new TerrainParticle( game, pos, velocity, life, particleRec ) );
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}
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@ -5,8 +5,8 @@ namespace ClassicalSharp.Particles {
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public sealed class TerrainParticle : Particle {
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const float gravity = 2.4f;
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static Vector2 terrainSize = new Vector2( 1/16f, 1/16f );
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const float gravity = 3.4f;
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static Vector2 terrainSize = new Vector2( 1/8f, 1/8f );
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public TerrainParticle( Game game, Vector3 pos, Vector3 velocity, double lifetime, TextureRectangle rec )
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: base( game, pos, velocity, lifetime, rec ) {
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@ -33,7 +33,7 @@ namespace ClassicalSharp.Particles {
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Velocity.Y -= gravity * (float)delta;
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int startY = (int)Math.Floor( Position.Y );
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Position += Velocity * (float)delta;
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Position += Velocity * (float)delta * 3;
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int endY = (int)Math.Floor( Position.Y );
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Utils.Clamp( ref Position.X, 0, game.Map.Width - 0.01f );
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Utils.Clamp( ref Position.Z, 0, game.Map.Length - 0.01f );
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