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synced 2025-09-16 11:06:06 -04:00
Remove converge property
It's pointless since the same can be achieved by making speed negative
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@ -534,18 +534,9 @@ void Particles_CustomEffect(float x, float y, float z, int propertyID, float ori
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Vec3 diff;
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Vec3_Sub(&diff, &p->base.lastPos, &origin);
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Vec3_Normalize(&diff, &diff);
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if (p->prop->converge) {
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p->base.velocity.X = (-diff.X) * p->prop->speed;
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p->base.velocity.Y = (-diff.Y) * p->prop->speed;
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p->base.velocity.Z = (-diff.Z) * p->prop->speed;
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}
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else {
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p->base.velocity.X = diff.X * p->prop->speed;
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p->base.velocity.Y = diff.Y * p->prop->speed;
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p->base.velocity.Z = diff.Z * p->prop->speed;
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}
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p->base.velocity.X = diff.X * p->prop->speed;
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p->base.velocity.Y = diff.Y * p->prop->speed;
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p->base.velocity.Z = diff.Z * p->prop->speed;
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}
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p->base.nextPos = p->base.lastPos;
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@ -611,7 +602,6 @@ static void Particles_Init(void) {
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prop->baseLifetime = 0.7f;
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prop->lifetimeVariation = 0.5f;
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prop->fullBright = true;
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prop->converge = true;
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prop->expireUponTouchingGround = true;
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//END TEMP CODE
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@ -30,7 +30,6 @@ struct CustomParticleProperty {
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float lifetimeVariation;
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cc_bool expireUponTouchingGround;
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cc_bool fullBright;
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cc_bool converge; ////true means the particles move toward the origin. False means they move away from the origin
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};
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extern struct CustomParticleProperty customParticle_properties[256];
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