Better scattering for QRTZ

This commit is contained in:
Simon Robertshaw 2011-10-01 17:59:52 +01:00
parent 18990e9746
commit 218c14c5ea

View File

@ -40,17 +40,13 @@ int update_PHOT(UPDATE_FUNC_ARGS) {
} }
} }
r = pmap[y][x]; r = pmap[y][x];
if((r&0xFF) == PT_QRTZ && r) if((r&0xFF) == PT_QRTZ && r)// && parts[i].ctype==0x3FFFFFFF)
{ {
int t1, t2, t3; float a = (rand()%360)*3.14159f/180.0f;
parts[i].vx += ((float)(rand()%1000-500))/1000.0f; parts[i].vx = 3.0f*cosf(a);
parts[i].vy += ((float)(rand()%1000-500))/1000.0f; parts[i].vy = 3.0f*sinf(a);
t1 = (parts[i].ctype & 0x0000FF)+(rand()%5)-2; parts[i].ctype = 0x1F<<(rand()%26);
t2 = ((parts[i].ctype & 0x00FF00)>>8)+(rand()%5)-2; parts[i].life++; //Delay death
t3 = ((parts[i].ctype & 0xFF0000)>>16)+(rand()%5)-2;
parts[i].ctype = (parts[i].ctype & 0xFF000000) | (t3<<16) | (t2<<8) | t1;
} }
//r = pmap[y][x]; //r = pmap[y][x];
//rt = r&0xFF; //rt = r&0xFF;