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unit particles can now have float values for emission rates. This allows also emission rates smaller than 1 like 0.01 for example
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@@ -112,7 +112,8 @@ protected:
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Vec3f pos;
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Vec4f color;
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Vec4f colorNoEnergy;
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int emissionRate;
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float emissionRate;
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float emissionState;
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int maxParticleEnergy;
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int varParticleEnergy;
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float particleSize;
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@@ -149,7 +150,7 @@ public:
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void setPos(Vec3f pos);
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void setColor(Vec4f color);
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void setColorNoEnergy(Vec4f color);
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void setEmissionRate(int emissionRate);
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void setEmissionRate(float emissionRate);
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void setMaxParticleEnergy(int maxParticleEnergy);
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void setVarParticleEnergy(int varParticleEnergy);
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void setParticleSize(float particleSize);
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@@ -397,7 +398,7 @@ public:
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private:
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ProjectileParticleSystem *prevParticleSystem;
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int emissionRateFade;
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float emissionRateFade;
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float verticalSpreadA;
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float verticalSpreadB;
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float horizontalSpreadA;
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@@ -411,7 +412,7 @@ 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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void setEmissionRateFade(int emissionRateFade) {this->emissionRateFade= emissionRateFade;}
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void setEmissionRateFade(float emissionRateFade) {this->emissionRateFade= emissionRateFade;}
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void setVerticalSpreadA(float verticalSpreadA) {this->verticalSpreadA= verticalSpreadA;}
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void setVerticalSpreadB(float verticalSpreadB) {this->verticalSpreadB= verticalSpreadB;}
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void setHorizontalSpreadA(float horizontalSpreadA) {this->horizontalSpreadA= horizontalSpreadA;}
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