| 53 | } |
| 54 | |
| 55 | void CEffects::PowerupShine(vec2 Pos, vec2 Size, float Alpha) |
| 56 | { |
| 57 | if(!m_Add50hz) |
| 58 | return; |
| 59 | |
| 60 | CParticle p; |
| 61 | p.SetDefault(); |
| 62 | p.m_Spr = SPRITE_PART_SLICE; |
| 63 | p.m_Pos = Pos + vec2(random_float(-0.5f, 0.5f), random_float(-0.5f, 0.5f)) * Size; |
| 64 | p.m_Vel = vec2(0.0f, 0.0f); |
| 65 | p.m_LifeSpan = 0.5f; |
| 66 | p.m_StartSize = 16.0f; |
| 67 | p.m_EndSize = 0.0f; |
| 68 | p.m_Rot = random_angle(); |
| 69 | p.m_Rotspeed = pi * 2.0f; |
| 70 | p.m_Gravity = 500.0f; |
| 71 | p.m_Friction = 0.9f; |
| 72 | p.m_FlowAffected = 0.0f; |
| 73 | p.m_Color.a = Alpha; |
| 74 | p.m_StartAlpha = Alpha; |
| 75 | GameClient()->m_Particles.Add(CParticles::GROUP_GENERAL, &p); |
| 76 | } |
| 77 | |
| 78 | void CEffects::FreezingFlakes(vec2 Pos, vec2 Size, float Alpha) |
| 79 | { |
no test coverage detected