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Use a function instead of a macro
Kept the old comment even if it is wrong.
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a7298d2762
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2 changed files with 16 additions and 11 deletions
3
.gitignore
vendored
3
.gitignore
vendored
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@ -13,6 +13,9 @@ build
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# Compiled static library
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# Compiled static library
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*.a
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*.a
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# Visual Studio Code
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.vscode/*
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# Programmer's Notepad state file
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# Programmer's Notepad state file
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*.pnps
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*.pnps
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@ -26,7 +26,9 @@ enum class Effect : u8 {
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};
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};
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// Random Number (0 - 1) in float
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// Random Number (0 - 1) in float
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#define RANDOM ((((float)(rand() % 12)) / 12) - 0.5f)
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static float RandomFloat() {
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return (static_cast<float>(rand() % 12) / 12.0f) - 0.5f;
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}
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// Basic structure to hold particle data
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// Basic structure to hold particle data
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struct Particle {
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struct Particle {
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@ -153,14 +155,14 @@ static void createEffect( Effect id, int _x, int _y ) {
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switch (id) {
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switch (id) {
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case Effect::SMOKEBOMB:
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case Effect::SMOKEBOMB:
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for (u8 i = 0; i < 5; i++) {
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for (u8 i = 0; i < 5; i++) {
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createParticle( 1, (_x + (RANDOM * 10)), (_y + (RANDOM * 10)), (1.4f+(RANDOM*0.20)), 1.0f, 64, 64, 64 );
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createParticle( 1, (_x + (RandomFloat() * 10)), (_y + (RandomFloat() * 10)), (1.4f+(RandomFloat()*0.20)), 1.0f, 64, 64, 64 );
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}
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}
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for (u8 i = 0; i < 20; i++) {
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for (u8 i = 0; i < 20; i++) {
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createParticle( 3, (_x + (RANDOM * 50)), (_y + (RANDOM * 50)), 1.25f, 1.5f, 92, 92, 92 );
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createParticle( 3, (_x + (RandomFloat() * 50)), (_y + (RandomFloat() * 50)), 1.25f, 1.5f, 92, 92, 92 );
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}
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}
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for (u8 i = 0; i < 5; i++) {
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for (u8 i = 0; i < 5; i++) {
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u8 _ColorAdd = (RANDOM * 75);
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u8 _ColorAdd = (RandomFloat() * 75);
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createParticle( 2, (_x + (RANDOM * 40)), (_y + (RANDOM * 40)), (1.0f+(RANDOM*0.20)), 1.0f, 128+_ColorAdd, 128+_ColorAdd, 128+_ColorAdd );
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createParticle( 2, (_x + (RandomFloat() * 40)), (_y + (RandomFloat() * 40)), (1.0f+(RandomFloat()*0.20)), 1.0f, 128+_ColorAdd, 128+_ColorAdd, 128+_ColorAdd );
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}
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}
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break;
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break;
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}
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}
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@ -179,14 +181,14 @@ static void createParticle( u8 _id, int _x, int _y, float _scale, float _alpha,
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part->alpha = _alpha;
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part->alpha = _alpha;
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part->tex = GFX_Smoke;
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part->tex = GFX_Smoke;
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part->sy = RANDOM;
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part->sy = RandomFloat();
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part->sx = RANDOM;
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part->sx = RandomFloat();
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part->sscale = 0.9985;
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part->sscale = 0.9985;
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part->salpha = 0.985;
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part->salpha = 0.985;
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switch (part->id) {
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switch (part->id) {
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case 1:
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case 1:
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part->sy = RANDOM * 0.5;
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part->sy = RandomFloat() * 0.5;
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part->sx = RANDOM * 0.5;
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part->sx = RandomFloat() * 0.5;
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part->sscale = 0.999;
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part->sscale = 0.999;
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part->salpha = 0.992;
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part->salpha = 0.992;
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part->framedelay = 10;
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part->framedelay = 10;
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@ -197,8 +199,8 @@ static void createParticle( u8 _id, int _x, int _y, float _scale, float _alpha,
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part->salpha = 0.95;
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part->salpha = 0.95;
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break;
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break;
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case 3:
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case 3:
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part->sy = (RANDOM * 8);
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part->sy = (RandomFloat() * 8);
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part->sx = (RANDOM * 8);
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part->sx = (RandomFloat() * 8);
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part->salpha = 0.85;
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part->salpha = 0.85;
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part->scolor = 0.95;
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part->scolor = 0.95;
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break;
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break;
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