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https://github.com/XProger/OpenLara.git
synced 2025-08-12 16:14:25 +02:00
#23 add bubbles, fix water refraction quality
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@@ -2,6 +2,7 @@
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#define H_CHARACTER
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#include "controller.h"
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#include "trigger.h"
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struct Character : Controller {
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int target;
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@@ -140,6 +141,18 @@ struct Character : Controller {
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velocity.z = cosf(angleExt) * vel.z;
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stand = STAND_AIR;
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}
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virtual void doBubbles() {
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int count = rand() % 3;
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if (!count) return;
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playSound(TR::SND_BUBBLE, pos, Sound::Flags::PAN);
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vec3 head = animation.getJoints(getMatrix(), 14, true) * vec3(0.0f, 0.0f, 50.0f);
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for (int i = 0; i < count; i++) {
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int index = Sprite::add(game, TR::Entity::BUBBLE, getRoomIndex(), int(head.x), int(head.y), int(head.z), Sprite::FRAME_RANDOM, true);
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if (index > -1)
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level->entities[index].controller = new Bubble(game, index);
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}
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}
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};
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#endif
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@@ -313,9 +313,8 @@ struct Controller {
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return pos;
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}
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void doBubbles() {
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if (rand() % 10 <= 6) return;
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playSound(TR::SND_BUBBLE, pos, Sound::Flags::PAN);
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virtual void doBubbles() {
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//
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}
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void activateNext() { // activate next entity (for triggers)
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@@ -483,7 +483,7 @@ struct Level : IGame {
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// get refraction texture
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if (!refract || Core::width > refract->width || Core::height > refract->height) {
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delete refract;
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refract = new Texture(nextPow2(Core::width), nextPow2(Core::height), Texture::RGBA16, false);
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refract = new Texture(nextPow2(Core::width), nextPow2(Core::height), Texture::RGBA, false);
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}
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Core::copyTarget(refract, 0, 0, 0, 0, Core::width, Core::height); // copy framebuffer into refraction texture
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@@ -1309,10 +1309,13 @@ struct Level : IGame {
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PROFILE_MARKER("PASS_COMPOSE");
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setPassShader(Core::passCompose);
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Core::setBlending(bmNone);
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Core::clear(vec4(0.0f));
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Core::setBlending(bmAlpha);
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Core::setDepthTest(true);
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Core::setDepthWrite(true);
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Core::clear(vec4(0.0f, 0.0f, 0.0f, 1.0f));
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shadow->bind(sShadow);
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renderScene(roomIndex);
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Core::setBlending(bmNone);
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}
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void render() {
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@@ -73,6 +73,10 @@ uniform int uType;
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vec4 coord = vec4(mulBasis(rBasisRot, rBasisPos, aCoord.xyz), rBasisPos.w);
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#ifndef PASS_SHADOW
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vColor = aColor;
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#endif
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#ifdef PASS_COMPOSE
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if (uType != TYPE_SPRITE) {
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// animated texture coordinates
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@@ -83,31 +87,27 @@ uniform int uType;
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vTexCoord.xy = (aTexCoord.xy + offset) * TEXCOORD_SCALE; // first frame + offset * isAnimated
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vNormal = vec4(mulQuat(rBasisRot, aNormal.xyz), aNormal.w);
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if (uCaustics != 0) {
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float sum = coord.x + coord.y + coord.z;
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vColor.xyz *= abs(sin(sum / 512.0 + uParam.x)) * 1.5 + 0.5; // color dodge
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}
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} else {
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coord.xyz += uViewInv[0].xyz * aTexCoord.z - uViewInv[1].xyz * aTexCoord.w;
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vTexCoord.xy = aTexCoord.xy * TEXCOORD_SCALE;
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vNormal = vec4(uViewPos.xyz - coord.xyz, 0.0);
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}
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#else
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vTexCoord.xy = aTexCoord.xy * TEXCOORD_SCALE;
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vTexCoord.zw = vec2(0.0);
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#endif
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#ifndef PASS_SHADOW
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vColor = aColor;
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#endif
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#ifdef PASS_COMPOSE
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if (uCaustics != 0) {
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float sum = coord.x + coord.y + coord.z;
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vColor.xyz *= abs(sin(sum / 512.0 + uParam.x)) * 1.5 + 0.5; // color dodge
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}
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vTexCoord.zw = clamp((coord.xz - uRoomSize.xy) / (uRoomSize.zw - uRoomSize.xy), vec2(0.0), vec2(1.0));
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vViewVec = uViewPos - coord.xyz;
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vLightProj = uLightProj * coord;
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vCoord = coord.xyz;
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#else
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vTexCoord.xy = aTexCoord.xy * TEXCOORD_SCALE;
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vTexCoord.zw = vec2(0.0);
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#endif
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gl_Position = uViewProj * coord;
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@@ -268,8 +268,9 @@ uniform int uType;
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#endif
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vec4 color = texture2D(sDiffuse, vTexCoord.xy);
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if (color.w < 0.6)
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if (color.w <= 0.6) {
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discard;
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}
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#ifdef PASS_SHADOW
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#ifdef SHADOW_COLOR
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@@ -281,7 +282,7 @@ uniform int uType;
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color.xyz *= uColor.xyz;
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color.xyz *= vColor.xyz;
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color.xyz = pow(abs(color.xyz), vec3(2.2)); // to linear space
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color *= color; // to "linear" space
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#ifdef PASS_AMBIENT
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color.xyz *= vColor.w;
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@@ -333,16 +334,16 @@ uniform int uType;
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}
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#endif
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color.xyz = pow(abs(color.xyz), vec3(1.0/2.2)); // back to gamma space
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color = sqrt(color); // back to "gamma" space
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#ifdef PASS_COMPOSE
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color.xyz = applyFog(color.xyz, vec3(0.0), length(vViewVec) * FOG_DIST);
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if (uCaustics != 0) {
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float d = abs((vCoord.y - max(uViewPos.y, uParam.y)) / normalize(vViewVec).y);
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d *= step(0.0, vCoord.y - uParam.y);
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color.xyz = applyFog(color.xyz, uColor.xyz * 0.2, d * WATER_FOG_DIST);
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}
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#endif
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#ifdef PASS_COMPOSE
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color.xyz = applyFog(color.xyz, vec3(0.0), length(vViewVec) * FOG_DIST);
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if (uCaustics != 0) {
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float d = abs((vCoord.y - max(uViewPos.y, uParam.y)) / normalize(vViewVec).y);
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d *= step(0.0, vCoord.y - uParam.y);
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color.xyz = applyFog(color.xyz, uColor.xyz * 0.2, d * WATER_FOG_DIST);
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}
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#endif
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gl_FragColor = color;
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#endif
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@@ -24,20 +24,21 @@ struct Sprite : Controller {
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}
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}
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static void add(IGame *game, TR::Entity::Type type, int room, int x, int y, int z, int frame = -1) {
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static int add(IGame *game, TR::Entity::Type type, int room, int x, int y, int z, int frame = -1, bool empty = false) {
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TR::Level *level = game->getLevel();
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int index = level->entityAdd(type, room, x, y, z, 0, -1);
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if (index > -1) {
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level->entities[index].intensity = 0x1FFF - level->rooms[room].ambient;
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level->entities[index].controller = new Sprite(game, index, true, frame);
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level->entities[index].controller = empty ? NULL : new Sprite(game, index, true, frame);
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}
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return index;
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}
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TR::SpriteSequence& getSequence() {
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return level->spriteSequences[-(getEntity().modelIndex + 1)];
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}
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void update() {
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virtual void update() {
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if (flag >= 0) return;
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bool remove = false;
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@@ -338,7 +338,7 @@ struct Waterfall : Trigger {
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dropStrength = randf() * 0.1f + 0.05f;
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vec2 p = (vec2(randf(), randf()) * 2.0f - 1.0f) * (512.0f - dropRadius);
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dropPos = pos + vec3(p.x, 0.0f, p.y);
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dropPos = pos + vec3(p.x, 0.0f, p.y);
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Sprite::add(game, TR::Entity::WATER_SPLASH, getRoomIndex(), (int)dropPos.x, (int)dropPos.y, (int)dropPos.z);
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}
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@@ -346,4 +346,37 @@ struct Waterfall : Trigger {
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#undef SPLASH_TIMESTEP
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};
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struct Bubble : Sprite {
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float speed;
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Bubble(IGame *game, int entity) : Sprite(game, entity, true, Sprite::FRAME_RANDOM) {
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speed = (10.0f + randf() * 6.0) * 30.0f;
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// get water height => bubble life time
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TR::Entity &e = getEntity();
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int dx, dz;
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int room = getRoomIndex();
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int h = e.y;
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while (room != TR::NO_ROOM && level->rooms[room].flags.water) {
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TR::Room::Sector &s = level->getSector(room, e.x, e.z, dx, dz);
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h = s.ceiling * 256;
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room = s.roomAbove;
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}
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time -= (e.y - h) / speed - (1.0f / SPRITE_FPS);
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}
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virtual ~Bubble() {
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game->waterDrop(pos, 64.0f, 0.01f);
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}
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virtual void update() {
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pos.y -= speed * Core::deltaTime;
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angle.x += 30.0f * 13.0f * DEG2RAD * Core::deltaTime;
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angle.y += 30.0f * 9.0f * DEG2RAD * Core::deltaTime;
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pos.x += sin(angle.y) * 11.0f * 30.0f * Core::deltaTime;
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pos.z += cos(angle.x) * 8.0f * 30.0f * Core::deltaTime;
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updateEntity();
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Sprite::update();
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}
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};
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#endif
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