Remove converge property

It's pointless since the same can be achieved by making speed negative
This commit is contained in:
Goodlyay 2020-02-21 19:49:37 -08:00
parent b4f166381f
commit dcc256c15d
2 changed files with 3 additions and 14 deletions

View File

@ -534,18 +534,9 @@ void Particles_CustomEffect(float x, float y, float z, int propertyID, float ori
Vec3 diff;
Vec3_Sub(&diff, &p->base.lastPos, &origin);
Vec3_Normalize(&diff, &diff);
if (p->prop->converge) {
p->base.velocity.X = (-diff.X) * p->prop->speed;
p->base.velocity.Y = (-diff.Y) * p->prop->speed;
p->base.velocity.Z = (-diff.Z) * p->prop->speed;
}
else {
p->base.velocity.X = diff.X * p->prop->speed;
p->base.velocity.Y = diff.Y * p->prop->speed;
p->base.velocity.Z = diff.Z * p->prop->speed;
}
p->base.velocity.X = diff.X * p->prop->speed;
p->base.velocity.Y = diff.Y * p->prop->speed;
p->base.velocity.Z = diff.Z * p->prop->speed;
}
p->base.nextPos = p->base.lastPos;
@ -611,7 +602,6 @@ static void Particles_Init(void) {
prop->baseLifetime = 0.7f;
prop->lifetimeVariation = 0.5f;
prop->fullBright = true;
prop->converge = true;
prop->expireUponTouchingGround = true;
//END TEMP CODE

View File

@ -30,7 +30,6 @@ struct CustomParticleProperty {
float lifetimeVariation;
cc_bool expireUponTouchingGround;
cc_bool fullBright;
cc_bool converge; ////true means the particles move toward the origin. False means they move away from the origin
};
extern struct CustomParticleProperty customParticle_properties[256];