Exemple #1
0
void CEffects::PowerupShine(vec2 Pos, vec2 size)
{
	if(!m_Add50hz)
		return;
		
	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_SLICE;
	p.m_Pos = Pos + vec2((frandom()-0.5f)*size.x, (frandom()-0.5f)*size.y);
	p.m_Vel = vec2(0, 0);
	p.m_LifeSpan = 0.5f;
	p.m_StartSize = 16.0f;
	p.m_EndSize = 0;
	p.m_Rot = frandom()*pi*2;
	p.m_Rotspeed = pi*2;
	p.m_Gravity = 500;
	p.m_Friction = 0.9f;
	p.m_FlowAffected = 0.0f;
	if (g_Config.m_GfxEyeCandy)
	{
		p.m_Gravity = -100;
		p.m_LifeSpan = 1.3f;
		p.m_Color = vec4(frandom() * 0.5f + 0.5f, frandom() * 0.5f + 0.5f, frandom() * 0.5f + 0.5f, 0.8f);
	}
	m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);
}
Exemple #2
0
void CEffects::PlayerSpawn(vec2 Pos)
{
	for(int i = 0; i < 32; i++)
	{
		CParticle p;
		p.SetDefault();
		p.m_Spr = SPRITE_PART_SHELL;
		p.m_Pos = Pos;
		p.m_Vel = RandomDir() * (powf(frandom(), 3)*600.0f);
		p.m_LifeSpan = 0.3f + frandom()*0.3f;
		p.m_StartSize = 64.0f + frandom()*32;
		p.m_EndSize = 0;
		p.m_Rot = frandom()*pi*2;
		p.m_Rotspeed = frandom();
		p.m_Gravity = frandom()*-400.0f;
		p.m_Friction = 0.7f;
		p.m_Color = vec4(0xb5/255.0f, 0x50/255.0f, 0xcb/255.0f, 1.0f);
		if (g_Config.m_GfxEyeCandy)
		{
			p.m_Gravity = frandom() * -800.0f;
		}
		m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);
		
	}
	m_pClient->m_pSounds->Play(CSounds::CHN_WORLD, SOUND_PLAYER_SPAWN, 1.0f, Pos);
}
Exemple #3
0
void CEffects::PlayerDeath(vec2 Pos, int ClientID)
{
	vec3 BloodColor(1.0f,1.0f,1.0f);

	if(ClientID >= 0)
	{
		if(m_pClient->m_aClients[ClientID].m_UseCustomColor)
			BloodColor = m_pClient->m_pSkins->GetColorV3(m_pClient->m_aClients[ClientID].m_ColorBody);
		else
		{
			const CSkins::CSkin *s = m_pClient->m_pSkins->Get(m_pClient->m_aClients[ClientID].m_SkinID);
			if(s)
				BloodColor = s->m_BloodColor;
		}
	}

	for(int i = 0; i < 64; i++)
	{
		CParticle p;
		p.SetDefault();
		p.m_Spr = SPRITE_PART_SPLAT01 + (rand()%3);
		p.m_Pos = Pos;
		p.m_Vel = RandomDir() * ((frandom()+0.1f)*900.0f);
		p.m_LifeSpan = 0.3f + frandom()*0.3f;
		p.m_StartSize = 24.0f + frandom()*16;
		p.m_EndSize = 0;
		p.m_Rot = frandom()*pi*2;
		p.m_Rotspeed = (frandom()-0.5f) * pi;
		p.m_Gravity = 800.0f;
		p.m_Friction = 0.8f;
		vec3 c = BloodColor * (0.75f + frandom()*0.25f);
		p.m_Color = vec4(c.r, c.g, c.b, 0.75f);
		m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);
	}
}
Exemple #4
0
void CEffects::Explosion(vec2 Pos)
{
	// add to flow
	for(int y = -8; y <= 8; y++)
		for(int x = -8; x <= 8; x++)
		{
			if(x == 0 && y == 0)
				continue;
			
			float a = 1 - (length(vec2(x,y)) / length(vec2(8,8)));
			m_pClient->m_pFlow->Add(Pos+vec2(x,y)*16, normalize(vec2(x,y))*5000.0f*a, 10.0f);
		}
		
	// add the explosion
	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_EXPL01;
	p.m_Pos = Pos;
	p.m_LifeSpan = 0.4f;
	p.m_StartSize = 150.0f;
	p.m_EndSize = 0;
	p.m_Rot = frandom()*pi*2;
	if (g_Config.m_GfxEyeCandy)
	{
		p.m_LifeSpan = 0.6f;
		p.m_StartSize = 200.0f;
	}
	m_pClient->m_pParticles->Add(CParticles::GROUP_EXPLOSIONS, &p);
	
	// add the smoke
	for(int i = 0; i < 24; i++)
	{
		CParticle p;
		p.SetDefault();
		p.m_Spr = SPRITE_PART_SMOKE;
		p.m_Pos = Pos;
		p.m_Vel = RandomDir() * ((1.0f + frandom()*0.2f) * 1000.0f);
		p.m_LifeSpan = 0.5f + frandom()*0.4f;
		p.m_StartSize = 32.0f + frandom()*8;
		p.m_EndSize = 0;
		p.m_Gravity = frandom()*-800.0f;
		p.m_Friction = 0.4f;
		p.m_Color = mix(vec4(0.75f,0.75f,0.75f,1.0f), vec4(0.5f,0.5f,0.5f,1.0f), frandom());
		m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);
	}
}
Exemple #5
0
void CEffects::Fallout(vec2 Pos)
{
	vec3 FalloutColor(0.0f, 0.4f, 0.0f);

	for(int i = 0; i < 256; i++)
	{
		CParticle p;
		p.SetDefault();
		p.m_Spr = SPRITE_PART_BALL;
		p.m_Pos = Pos;
		p.m_Vel = RandomDir() * ((frandom()+0.1f)*2000.0f);
		p.m_LifeSpan = 5.0f + frandom()*2.0f;
		p.m_StartSize = 16.0f + frandom()*8;
		p.m_EndSize = p.m_StartSize;
		p.m_Rot = frandom()*pi*2;
		p.m_Rotspeed = (frandom()-0.5f) * pi;
		p.m_Gravity = 800.0f;
		p.m_Friction = 0.9f;
		vec3 c = FalloutColor * (0.75f + frandom()*0.25f);
		p.m_Color = vec4(c.r, c.g, c.b, 0.75f);
		m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);
	}

	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_BALL;
	p.m_Pos = Pos;
	p.m_Vel = vec2(0, 0);
	p.m_LifeSpan = 20.0f;
	p.m_StartSize = 2 * 450.0f;
	p.m_EndSize = p.m_StartSize;
	p.m_Rot = frandom()*pi*2;
	p.m_Rotspeed = 0;
	p.m_Gravity = 0.0f;
	p.m_Friction = 0.0f;
	p.m_FadeOut = true;
	p.m_Color = vec4(FalloutColor.r, FalloutColor.g, FalloutColor.b, 0.45f);
	m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);
}
Exemple #6
0
void CEffects::HammerHit(vec2 Pos)
{
	// add the explosion
	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_HIT01;
	p.m_Pos = Pos;
	p.m_LifeSpan = 0.3f;
	p.m_StartSize = 120.0f;
	p.m_EndSize = 0;
	p.m_Rot = frandom()*pi*2;
	m_pClient->m_pParticles->Add(CParticles::GROUP_EXPLOSIONS, &p);
	m_pClient->m_pSounds->Play(CSounds::CHN_WORLD, SOUND_HAMMER_HIT, 1.0f, Pos);
}
Exemple #7
0
void CEffects::FakeExplosion(vec2 Pos)
{
	// add the explosion
	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_EXPL01;
	p.m_Pos = Pos;
	p.m_LifeSpan = 0.02f;
	p.m_StartSize = 150.0f;
	p.m_EndSize = 0;
	p.m_Rot = 0;
	p.m_Rotspeed = 0;
	p.m_Color = vec4(0.05f,1.0f,0.05f,1.0f);
	m_pClient->m_pParticles->Add(CParticles::GROUP_EXPLOSIONS, &p);
}
Exemple #8
0
void CEffects::BulletTrail(vec2 Pos)
{
	if(!m_Add100hz)
		return;

	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_BALL;
	p.m_Pos = Pos;
	p.m_LifeSpan = 0.25f + frandom()*0.25f;
	p.m_StartSize = 8.0f;
	p.m_EndSize = 0;
	p.m_Friction = 0.7f;
	m_pClient->m_pParticles->Add(CParticles::GROUP_PROJECTILE_TRAIL, &p);
}
Exemple #9
0
void CEffects::Emp(vec2 Pos)
{
	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_SMOKE;
	p.m_Pos = Pos;
	p.m_Vel = vec2(0, 0);
	p.m_LifeSpan = 0.5f;
	p.m_StartSize = 0;
	p.m_EndSize = 1024.0f * 1024.0f;
	p.m_Friction = 0.0f;
	p.m_Gravity = 0.0f;
	p.m_FadeOut = true;
	p.m_Color = vec4(0.9f, 0.9f, 1.0f, 0.5f);
	m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);
}
Exemple #10
0
void CEffects::SmokeTrail(vec2 Pos, vec2 Vel)
{
	if(!m_Add50hz)
		return;

	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_SMOKE;
	p.m_Pos = Pos;
	p.m_Vel = Vel + RandomDir()*50.0f;
	p.m_LifeSpan = 0.5f + frandom()*0.5f;
	p.m_StartSize = 12.0f + frandom()*8;
	p.m_EndSize = 0;
	p.m_Friction = 0.7f;
	p.m_Gravity = frandom()*-500.0f;
	m_pClient->m_pParticles->Add(CParticles::GROUP_PROJECTILE_TRAIL, &p);
}
Exemple #11
0
void CEffects::SgBulletTrail(vec2 Pos)
{
	if(!m_Add100hz && g_Config.m_GfxEyeCandy)
		return;
		
	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_BALL;
	p.m_Pos = Pos;
	p.m_LifeSpan = 0.35f + frandom()*0.75f;
	p.m_StartSize = 9.0f;
	p.m_EndSize = 0;
	p.m_Friction = 0.5f;
	p.m_Gravity = -70 + frandom() * 4.0f;
	p.m_Color = vec4(frandom() * 0.5f + 0.5f, frandom() * 0.5f + 0.5f, frandom() * 0.5f + 0.5f, 1.0f);
	m_pClient->m_pParticles->Add(CParticles::GROUP_PROJECTILE_TRAIL, &p);
}
Exemple #12
0
void CEffects::IceExpl(vec2 Pos)
{
	CParticle p;
	p.SetDefault();
	p.m_Set = IMAGE_FX_ICE_EXPL;
	p.m_Spr = SPRITE_FX_ICE_EXPL;
	p.m_Pos = Pos;
	p.m_Vel = vec2(0, 0);
	p.m_LifeSpan = 0.5f;
	p.m_StartSize = 0;
	p.m_EndSize = 256.0f;
	p.m_Rotspeed = 0.2f;
	p.m_Friction = 0.0f;
	p.m_Gravity = 0.0f;
	p.m_FadeOut = true;
	m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);
}
Exemple #13
0
void CEffects::SkidTrail(vec2 Pos, vec2 Vel)
{
	if(!m_Add100hz)
		return;

	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_SMOKE;
	p.m_Pos = Pos;
	p.m_Vel = Vel + RandomDir()*50.0f;
	p.m_LifeSpan = 0.5f + frandom()*0.5f;
	p.m_StartSize = 24.0f + frandom()*12;
	p.m_EndSize = 0;
	p.m_Friction = 0.7f;
	p.m_Gravity = frandom()*-500.0f;
	p.m_Color = vec4(0.75f,0.75f,0.75f,1.0f);
	m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);
}
Exemple #14
0
void CEffects::PlayerDeath(vec2 Pos, int ClientID)
{
	vec3 BloodColor(1.0f,1.0f,1.0f);

	if(ClientID >= 0)
	{
		if(m_pClient->m_GameInfo.m_GameFlags&GAMEFLAG_TEAMS)
		{
			int ColorVal = m_pClient->m_pSkins->GetTeamColor(m_pClient->m_aClients[ClientID].m_aUseCustomColors[CSkins::SKINPART_BODY], m_pClient->m_aClients[ClientID].m_aSkinPartColors[CSkins::SKINPART_BODY],
																m_pClient->m_aClients[ClientID].m_Team, CSkins::SKINPART_BODY);
			BloodColor = m_pClient->m_pSkins->GetColorV3(ColorVal);
		}
		else
		{
			if(m_pClient->m_aClients[ClientID].m_aUseCustomColors[CSkins::SKINPART_BODY])
				BloodColor = m_pClient->m_pSkins->GetColorV3(m_pClient->m_aClients[ClientID].m_aSkinPartColors[CSkins::SKINPART_BODY]);
			else
			{
				const CSkins::CSkinPart *s = m_pClient->m_pSkins->GetSkinPart(CSkins::SKINPART_BODY, m_pClient->m_aClients[ClientID].m_SkinPartIDs[CSkins::SKINPART_BODY]);
				if(s)
					BloodColor = s->m_BloodColor;
			}
		}
	}

	for(int i = 0; i < 64; i++)
	{
		CParticle p;
		p.SetDefault();
		p.m_Spr = SPRITE_PART_SPLAT01 + (random_int()%3);
		p.m_Pos = Pos;
		p.m_Vel = RandomDir() * ((frandom()+0.1f)*900.0f);
		p.m_LifeSpan = 0.3f + frandom()*0.3f;
		p.m_StartSize = 24.0f + frandom()*16;
		p.m_EndSize = 0;
		p.m_Rot = frandom()*pi*2;
		p.m_Rotspeed = (frandom()-0.5f) * pi;
		p.m_Gravity = 800.0f;
		p.m_Friction = 0.8f;
		vec3 c = BloodColor * (0.75f + frandom()*0.25f);
		p.m_Color = vec4(c.r, c.g, c.b, 0.75f);
		m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);
	}
}
Exemple #15
0
void CEffects::SmokeTrail(vec2 Pos, vec2 Vel)
{
	if(!m_Add50hz)
		return;
		
	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_SMOKE;
	p.m_Pos = Pos;
	p.m_Vel = Vel + RandomDir()*50.0f;
	p.m_LifeSpan = 0.5f + frandom()*0.5f;
	p.m_StartSize = 12.0f + frandom()*8;
	p.m_EndSize = 0;
	p.m_Friction = 0.7;
	p.m_Gravity = frandom()*-500.0f;
	if (g_Config.m_GfxEyeCandy)
	{
		switch (rand()%5)
		{
		case 0:
			p.m_Spr = SPRITE_PART_SMOKE;
			break;
		case 1:
			p.m_Spr = SPRITE_PART_SLICE;
			break;
		case 2:
			p.m_Spr = SPRITE_PART_AIRJUMP;
			break;
		case 3:
			p.m_Spr = SPRITE_PART_BALL;
			break;
		case 4:
			p.m_Spr = SPRITE_PART_SHELL;
			break;
		}
		
		p.m_LifeSpan = 0.8f + frandom() * 0.8f;
		p.m_StartSize = 12.0f + frandom() * 6.0f;
		p.m_Friction = 0.80005f;
		p.m_Gravity = frandom() * -1000.0f;
		p.m_Color = vec4(frandom() * 0.5f + 0.5f, frandom() * 0.5f + 0.5f, frandom() * 0.5f + 0.5f, frandom() * 0.5f + 0.5f);
	}
	m_pClient->m_pParticles->Add(CParticles::GROUP_PROJECTILE_TRAIL, &p);
}
Exemple #16
0
void CEffects::Smoke(vec2 Pos, vec2 Dir)
{
	if(!m_Add50hz)
		return;

	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_SMOKE;
	p.m_Pos = Pos;
	Dir.x += frandom() * 10.0f;
	p.m_Vel = (Dir + RandomDir()) * ((1.0f + frandom() * 0.2f) * 50.0f);
	p.m_LifeSpan = 2.0f + frandom() * 2.0f;
	p.m_StartSize = 32.0f + frandom() * 8;
	p.m_EndSize = p.m_StartSize - 10.0f;
	p.m_Friction = 0.4f;
	p.m_Gravity = frandom() * -800.0f;
	p.m_Color = mix(vec4(0.75f,0.75f,0.75f,1.0f), vec4(0.5f,0.5f,0.5f,1.0f), frandom());
	m_pClient->m_pParticles->Add(CParticles::GROUP_PROJECTILE_TRAIL, &p);
}
Exemple #17
0
void CEffects::Healing(vec2 Pos)
{
	vec3 HealingColor(1.0f, 1.0f, 0.0f);

	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_BALL;
	p.m_Pos = Pos;
	p.m_Vel = RandomDir() * ((frandom()+0.1f)*2000.0f);
	p.m_LifeSpan = 1.0f + frandom()* 0.5f;
	p.m_StartSize = 16.0f + frandom() * 8;
	p.m_EndSize = p.m_StartSize;
	p.m_Rot = frandom()*pi*2;
	p.m_Rotspeed = (frandom()-0.5f) * pi;
	p.m_Gravity = 0.0f;
	p.m_Friction = 0.9f;
	p.m_FadeOut = true;
	vec3 c = HealingColor * (0.75f + frandom()*0.25f);
	p.m_Color = vec4(c.r, c.g, c.b, 0.75f);
	m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);
}
Exemple #18
0
void CEffects::BlueFlagShine(vec2 Pos, vec2 Size)
{
	if(!m_Add100hz && g_Config.m_GfxEyeCandy)
		return;
	
	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_SLICE;
	p.m_Pos = Pos + vec2((frandom()-0.5f) * Size.x / 2.0f, (frandom()-0.5f) * Size.y);
	p.m_Vel = vec2(0, 0);
	p.m_Gravity = frandom() -170.0;
	p.m_LifeSpan = 7.0f / 10.0f;
	p.m_Color = vec4(frandom()*0.5f,frandom()*0.5f,frandom()*0.5f + 0.5f,0.5f);
	p.m_StartSize = 15.0f;
	p.m_EndSize = 0;
	p.m_Rot = frandom()*pi*2;
	p.m_Rotspeed = pi*2;
	p.m_Friction = 0.9f;
	p.m_FlowAffected = 0.0f;
	m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);
}
Exemple #19
0
void CEffects::AirJump(vec2 Pos)
{
	CParticle p;
	p.SetDefault();
	p.m_Spr = SPRITE_PART_AIRJUMP;
	p.m_Pos = Pos + vec2(-6.0f, 16.0f);
	p.m_Vel = vec2(0, -200);
	p.m_LifeSpan = 0.5f;
	p.m_StartSize = 48.0f;
	p.m_EndSize = 0;
	p.m_Rot = frandom()*pi*2;
	p.m_Rotspeed = pi*2;
	p.m_Gravity = 500;
	p.m_Friction = 0.7f;
	p.m_FlowAffected = 0.0f;
	m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);

	p.m_Pos = Pos + vec2(6.0f, 16.0f);
	m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p);

	m_pClient->m_pSounds->Play(CSounds::CHN_WORLD, SOUND_PLAYER_AIRJUMP, 1.0f, Pos);
}
Exemple #20
0
void CParticles::Update(float TimePassed)
{
	static float FrictionFraction = 0;
	FrictionFraction += TimePassed;

	if(FrictionFraction > 2.0f) // safty messure
		FrictionFraction = 0;

	int FrictionCount = 0;
	while(FrictionFraction > 0.05f)
	{
		FrictionCount++;
		FrictionFraction -= 0.05f;
	}

	for(int g = 0; g < NUM_GROUPS; g++)
	{
		int i = m_aFirstPart[g];
		while(i != -1)
		{
			int Next = m_aParticles[i].m_NextPart;
			//m_aParticles[i].vel += flow_get(m_aParticles[i].pos)*time_passed * m_aParticles[i].flow_affected;
			m_aParticles[i].m_Vel.y += m_aParticles[i].m_Gravity*TimePassed;

			for(int f = 0; f < FrictionCount; f++) // apply friction
				m_aParticles[i].m_Vel *= m_aParticles[i].m_Friction;

			// move the point
			vec2 Vel = m_aParticles[i].m_Vel*TimePassed;
			if (m_aParticles[i].m_Type == PARTICLE_BLOOD)
			{
			    int coll = 0;
                Collision()->MovePoint(&m_aParticles[i].m_Pos, &Vel, 0.1f, NULL, &coll);
                if (coll && !m_aParticles[i].m_Collide)
                {
                    Collision()->IntersectLine(m_aParticles[i].m_LastPos, m_aParticles[i].m_Pos, 0x0, &m_aParticles[i].m_Pos, false);

                    vec2 Dir = normalize(m_aParticles[i].m_Vel);

                    CParticle p;
                    p.SetDefault();
                    p.m_Spr = SPRITE_PART_EXPL01;
                    p.m_Pos = m_aParticles[i].m_Pos + Dir * 8.0f;
                    p.m_Vel = vec2(0.0,0.0f);
                    p.m_LifeSpan = 30.0f + frandom()*0.3f;
                    p.m_StartSize = 5.0f + frandom()*22.0f;
                    p.m_EndSize = 5.0f + frandom()*22.0f;
                    p.m_Rot = frandom()*pi*2;
                    p.m_Rotspeed = 0.0f;
                    p.m_Gravity = 0.0f;
                    p.m_Friction = 0.0f;
                    p.m_Type = PARTICLE_BLOOD_L;
                    p.m_Collide = true;
                    p.m_Color = vec4(m_aParticles[i].m_Color.r, m_aParticles[i].m_Color.g, m_aParticles[i].m_Color.b, 0.35f);
                    m_pClient->m_pParticles->Add(CParticles::GROUP_HCLIENT_BLOOD, &p);

                    m_aParticles[i].m_Collide = true;
                    m_aParticles[i].m_Life = m_aParticles[i].m_LifeSpan+1;
                }

                m_aParticles[i].m_LastPos = m_aParticles[i].m_Pos;
			}
			else
                Collision()->MovePoint(&m_aParticles[i].m_Pos, &Vel, 0.1f+0.9f*frandom(), NULL);

			m_aParticles[i].m_Vel = Vel* (1.0f/TimePassed);

			m_aParticles[i].m_Life += TimePassed;
			m_aParticles[i].m_Rot += TimePassed * m_aParticles[i].m_Rotspeed;

			// check particle death
			if(m_aParticles[i].m_Life > m_aParticles[i].m_LifeSpan)
			{
				// remove it from the group list
				if(m_aParticles[i].m_PrevPart != -1)
					m_aParticles[m_aParticles[i].m_PrevPart].m_NextPart = m_aParticles[i].m_NextPart;
				else
					m_aFirstPart[g] = m_aParticles[i].m_NextPart;

				if(m_aParticles[i].m_NextPart != -1)
					m_aParticles[m_aParticles[i].m_NextPart].m_PrevPart = m_aParticles[i].m_PrevPart;

				// insert to the free list
				if(m_FirstFree != -1)
					m_aParticles[m_FirstFree].m_PrevPart = i;
				m_aParticles[i].m_PrevPart = -1;
				m_aParticles[i].m_NextPart = m_FirstFree;
				m_FirstFree = i;
			}

			i = Next;
		}
	}
}