void pSmokeFlames(PARTICLE *p) { VECTOR vecTemp; vec_randomize(vecTemp, 2); vec_add (p.vel_x, vecTemp); p.bmap = bmapSmoke; set(p, MOVE | TRANSLUCENT); p.lifespan = 10; p.size = 10; p.event = pAlphaFade; }
void item_particle (PARTICLE *p) { VECTOR vecTemp; vec_randomize(&vecTemp, 10); vec_normalize(&vecTemp, 1); vec_add (&p->vel_x, &vecTemp); vec_set(&p->blue, vector(0, 150, 150)); set(p, MOVE | TRANSLUCENT /*| BRIGHT*/); p->lifespan = 80; p->size = 15 + random(5); p->event = item_particleFader; }
void pDenseSmoke(PARTICLE *p) { VECTOR vecTemp; vec_randomize(vecTemp, 2); vec_add(p.vel_x, vector(-1+random(2), -1+random(2), 1)); vec_set(p.blue, vector(140, 140, 140)); set(p, MOVE | TRANSLUCENT); p.alpha = 60 + random(20); p.size = 20; p.gravity = 0; p.skill_a = 1; p.event = pAlphaFade; }
void pFountain(PARTICLE *p) { VECTOR vecTemp; vec_randomize(vecTemp, 2); vec_add(p.vel_x, vecTemp); vec_set(p.blue, vector(random(255), random(255), 255)); set(p, MOVE | BRIGHT | TRANSLUCENT); p.alpha = 100; p.size = 2; p.gravity = 0.2; p.skill_a = 3; p.event = pAlphaFade; }
void pStars(PARTICLE *p) { VECTOR vecTemp; vec_randomize(vecTemp, -1); vec_add(p.vel_x, vecTemp); vec_set(p.blue, vector(random(255), random(255), 255)); set(p, MOVE | BRIGHT | TRANSLUCENT); p.alpha = 100; p.size = 3; p.gravity = 1; p.skill_a = 3; p.bmap = bmapStar; p.event = pAlphaFade; }