| 177 | } |
| 178 | |
| 179 | void SetSpriteSequence(Particle& particle, GAME_OBJECT_ID objectID) |
| 180 | { |
| 181 | if (particle.life <= 0) |
| 182 | { |
| 183 | particle.on = false; |
| 184 | ParticleDynamics[particle.dynamic].On = false; |
| 185 | } |
| 186 | |
| 187 | float particleAge = particle.sLife - particle.life; |
| 188 | if (particleAge > particle.life ) |
| 189 | return; |
| 190 | |
| 191 | int spriteCount = -Objects[objectID].nmeshes - 1; |
| 192 | float normalizedAge = particleAge / particle.life; |
| 193 | particle.SpriteSeqID = objectID; |
| 194 | particle.SpriteID = (int)round(Lerp(0.0f, spriteCount, normalizedAge)); |
| 195 | } |
| 196 | |
| 197 | void SetAdvancedSpriteSequence(Particle& particle, GAME_OBJECT_ID objectID, ParticleAnimType animationType, float frameRate) |
| 198 | { |