missing initialisation of "emissionRateFade" made damage smoke particles from objects disappear or much too strong

This commit is contained in:
Titus Tscharntke
2012-01-07 23:53:08 +00:00
parent e05984d527
commit 15537e059a

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@@ -541,11 +541,14 @@ UnitParticleSystem::UnitParticleSystem(int particleCount):
setParticleSize(0.6f); setParticleSize(0.6f);
setColorNoEnergy(Vec4f(1.0f, 0.5f, 0.0f, 1.0f)); setColorNoEnergy(Vec4f(1.0f, 0.5f, 0.0f, 1.0f));
sizeNoEnergy=1.0f;
primitive= pQuad; primitive= pQuad;
gravity= 0.0f; gravity= 0.0f;
fixed= false; fixed= false;
shape = UnitParticleSystem::sLinear;
angle= 0.0f;
rotation= 0.0f; rotation= 0.0f;
relativeDirection= true; relativeDirection= true;
relative= false; relative= false;
@@ -565,6 +568,7 @@ UnitParticleSystem::UnitParticleSystem(int particleCount):
delay = 0; // none delay = 0; // none
lifetime = -1; // forever lifetime = -1; // forever
emissionRateFade=0.0f;
startTime = 0; startTime = 0;
endTime = 1; endTime = 1;
@@ -741,7 +745,7 @@ void UnitParticleSystem::updateParticle(Particle *p){
} }
p->speed+= p->accel; p->speed+= p->accel;
p->color= color * energyRatio + colorNoEnergy * (1.0f - energyRatio); p->color= color * energyRatio + colorNoEnergy * (1.0f - energyRatio);
if(isDaylightAffected) if(isDaylightAffected==true)
{ {
p->color.x=p->color.x*lightColor.x; p->color.x=p->color.x*lightColor.x;
p->color.y=p->color.y*lightColor.y; p->color.y=p->color.y*lightColor.y;