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bugfix/improvement for teamcolor particles ** units can morph to flying units ** tech faction with particles
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@@ -114,6 +114,9 @@ protected:
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int varParticleEnergy;
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float particleSize;
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float speed;
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Vec3f factionColor;
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bool teamcolorNoEnergy;
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bool teamcolorEnergy;
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ParticleObserver *particleObserver;
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@@ -152,6 +155,9 @@ public:
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void setObserver(ParticleObserver *particleObserver);
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void setVisible(bool visible);
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void setBlendMode(BlendMode blendMode) {this->blendMode= blendMode;}
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void setTeamcolorNoEnergy(bool teamcolorNoEnergy) {this->teamcolorNoEnergy= teamcolorNoEnergy;}
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void setTeamcolorEnergy(bool teamcolorEnergy) {this->teamcolorEnergy= teamcolorEnergy;}
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virtual void setFactionColor(Vec3f factionColor);
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static BlendMode strToBlendMode(const string &str);
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//misc
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@@ -209,9 +215,6 @@ public:
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};
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bool relative;
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bool fixed;
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int teamNumber;
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bool teamcolorNoEnergy;
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bool teamcolorEnergy;
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Model *model;
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Primitive primitive;
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Vec3f offset;
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@@ -227,7 +230,6 @@ public:
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virtual void initParticle(Particle *p, int particleIndex);
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virtual void updateParticle(Particle *p);
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virtual void update();
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virtual void setTeamNumber(int teamNumber);
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virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
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//set params
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@@ -241,8 +243,6 @@ public:
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void setRotation(float rotation) {this->rotation= rotation;}
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void setRelative(bool relative) {this->relative= relative;}
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void setFixed(bool fixed) {this->fixed= fixed;}
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void setTeamcolorNoEnergy(bool teamcolorNoEnergy) {this->teamcolorNoEnergy= teamcolorNoEnergy;}
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void setTeamcolorEnergy(bool teamcolorEnergy) {this->teamcolorEnergy= teamcolorEnergy;}
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void setPrimitive(Primitive primitive) {this->primitive= primitive;}
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static Primitive strToPrimitive(const string &str);
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