static void CheckExp(long i) { if((Thrown[i].flags & ATO_FIERY) && !(Thrown[i].flags & ATO_UNDERWATER)) { const Vec3f & pos = Thrown[i].position; ARX_BOOMS_Add(pos); LaunchFireballBoom(pos, 10); DoSphericDamage(Sphere(pos, 50.f), 4.f * 2, DAMAGE_AREA, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL, PlayerEntityHandle); ARX_SOUND_PlaySFX(SND_SPELL_FIRE_HIT, &pos); ARX_NPC_SpawnAudibleSound(pos, entities.player()); LightHandle id = GetFreeDynLight(); if(lightHandleIsValid(id) && framedelay > 0) { EERIE_LIGHT * light = lightHandleGet(id); light->intensity = 3.9f; light->fallstart = 400.f; light->fallend = 440.f; light->rgb = Color3f(1.f, .8f, .6f) - randomColor3f() * Color3f(.2f, .2f, .2f); light->pos = pos; light->ex_flaresize = 40.f; light->duration = 1500; } } }
//----------------------------------------------------------------------------- void CExplosion::Collision(int num, EERIE_3D * v, EERIE_3D * dir) { EERIE_3D hit; EERIEPOLY * tp = NULL; if (EERIELaunchRay3(v, dir, &hit, tp, 1) != 0) //@seb: ray cast more accurate { DynLight[tactif[num]].exist = 0; tactif[num] = -1; ARX_BOOMS_Add(&hit); Add3DBoom(&hit, NULL); } }
//----------------------------------------------------------------------------- void CExplosion::ExplosionAddParticule(int num, D3DTLVERTEX * v, TextureContainer * tp) { if (DoSphericDamage((EERIE_3D *)v, 4.f, 30.f, DAMAGE_AREA, DAMAGE_TYPE_MAGICAL | DAMAGE_TYPE_FIRE, 0)) // 0=player source { EERIE_3D hit; hit.x = v->sx; hit.y = v->sy; hit.z = v->sz; DynLight[tactif[num]].exist = 0; tactif[num] = -1; ARX_BOOMS_Add(&hit); Add3DBoom(&hit, NULL); } if (rnd() > .25f) { int j = ARX_PARTICLES_GetFree(); if ((j != -1) && (!ARXPausedTimer)) { ParticleCount++; particle[j].exist = 1; particle[j].zdec = 0; particle[j].ov.x = v->sx; particle[j].ov.y = v->sy; particle[j].ov.z = v->sz; particle[j].move.x = 0.f; particle[j].move.y = rnd(); particle[j].move.z = 0.f; particle[j].siz = 10.f + 20.f * rnd(); particle[j].tolive = 500 + (unsigned long)(float)(rnd() * 500.f); particle[j].scale.x = 1.f; particle[j].scale.y = 1.f; particle[j].scale.z = 1.f; particle[j].timcreation = lARXTime; particle[j].tc = tp; particle[j].special = FIRE_TO_SMOKE | FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION; particle[j].fparam = 0.0000001f; particle[j].r = 1.f; particle[j].g = 1.f; particle[j].b = 1.f; } } }
void RuneOfGuardingSpell::Update(float timeDelta) { if(m_pSpellFx) { m_pSpellFx->Update(timeDelta); m_pSpellFx->Render(); CRuneOfGuarding * pCRG=(CRuneOfGuarding *)m_pSpellFx; if (pCRG) { Sphere sphere; sphere.origin = pCRG->eSrc; sphere.radius=std::max(m_level*15.f,50.f); if (CheckAnythingInSphere(sphere,m_caster,CAS_NO_SAME_GROUP | CAS_NO_BACKGROUND_COL | CAS_NO_ITEM_COL| CAS_NO_FIX_COL | CAS_NO_DEAD_COL)) { ARX_BOOMS_Add(pCRG->eSrc); LaunchFireballBoom(&pCRG->eSrc,(float)m_level); DoSphericDamage(pCRG->eSrc, 4.f * m_level, 30.f * m_level, DAMAGE_AREA, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL, m_caster); m_duration=0; ARX_SOUND_PlaySFX(SND_SPELL_RUNE_OF_GUARDING_END, &sphere.origin); } } } }
//----------------------------------------------------------------------------- // Updates all currently launched projectiles void ARX_MISSILES_Update() { TextureContainer * tc = TC_fire; unsigned long tim = (unsigned long)(arxtime); for(unsigned long i(0); i < MAX_MISSILES; i++) { if(missiles[i].type == MISSILE_NONE) continue; long framediff = missiles[i].timecreation + missiles[i].tolive - tim; if(framediff < 0) { ARX_MISSILES_Kill(i); continue; } long framediff3 = tim - missiles[i].timecreation; switch(missiles[i].type) { case MISSILE_NONE: break; case MISSILE_FIREBALL: { Vec3f pos; pos = missiles[i].startpos + missiles[i].velocity * Vec3f(framediff3); if(missiles[i].longinfo != -1) { DynLight[missiles[i].longinfo].pos = pos; } Vec3f orgn = missiles[i].lastpos; Vec3f dest = pos; Vec3f tro = Vec3f(70.f); EERIEPOLY *ep = GetMinPoly(dest.x, dest.y, dest.z); EERIEPOLY *epp = GetMaxPoly(dest.x, dest.y, dest.z); if(closerThan(player.pos, pos, 200.f)) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&pos); Add3DBoom(&pos); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } if(ep && ep->center.y < dest.y) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&dest); Add3DBoom(&dest); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } if(epp && epp->center.y > dest.y) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&dest); Add3DBoom(&dest); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } Vec3f hit; EERIEPOLY *tp = NULL; if(EERIELaunchRay3(&orgn, &dest, &hit, tp, 1)) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&hit); Add3DBoom(&hit); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } if(!EECheckInPoly(&dest) || EEIsUnderWater(&dest)) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&dest); Add3DBoom(&dest); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } long ici = IsCollidingAnyInter(dest.x, dest.y, dest.z, &tro); if(ici != -1 && ici != missiles[i].owner) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&dest); Add3DBoom(&dest); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } PARTICLE_DEF * pd = createParticle(); if(pd) { pd->ov = pos; pd->move = missiles[i].velocity; pd->move += Vec3f(3.f - 6.f * rnd(), 4.f - 12.f * rnd(), 3.f - 6.f * rnd()); pd->tolive = Random::get(500, 1000); pd->tc = tc; pd->siz = 12.f * float(missiles[i].tolive - framediff3) * (1.f / 4000); pd->scale = randomVec(15.f, 20.f); pd->special = FIRE_TO_SMOKE; } missiles[i].lastpos = pos; break; } } missiles[i].lastupdate = tim; } }
//----------------------------------------------------------------------------- // Updates all currently launched projectiles void ARX_MISSILES_Update() { long framediff, framediff2, framediff3; EERIE_3D orgn, dest, hit; TextureContainer * tc = TC_fire; EERIEPOLY *tp = NULL; unsigned long tim = ARXTimeUL(); for (unsigned long i(0); i < MAX_MISSILES; i++) { if (missiles[i].type == MISSILE_NONE) continue; framediff = missiles[i].timecreation + missiles[i].tolive - tim; if (framediff < 0) { ARX_MISSILES_Kill(i); continue; } framediff2 = missiles[i].timecreation + missiles[i].tolive - missiles[i].lastupdate; framediff3 = tim - missiles[i].timecreation; switch (missiles[i].type) { case MISSILE_FIREBALL : { EERIE_3D pos; pos.x = missiles[i].startpos.x + missiles[i].velocity.x * framediff3; pos.y = missiles[i].startpos.y + missiles[i].velocity.y * framediff3; pos.z = missiles[i].startpos.z + missiles[i].velocity.z * framediff3; if (missiles[i].longinfo != -1) { DynLight[missiles[i].longinfo].pos.x = pos.x; DynLight[missiles[i].longinfo].pos.y = pos.y; DynLight[missiles[i].longinfo].pos.z = pos.z; } if (USE_COLLISIONS) { orgn.x = missiles[i].lastpos.x; orgn.y = missiles[i].lastpos.y; orgn.z = missiles[i].lastpos.z; dest.x = pos.x; dest.y = pos.y; dest.z = pos.z; EERIEPOLY *ep; EERIEPOLY *epp; EERIE_3D tro; tro.x = 70.0F; tro.y = 70.0F; tro.z = 70.0F; CURRENTINTER = NULL; ep = GetMinPoly(dest.x, dest.y, dest.z); epp = GetMaxPoly(dest.x, dest.y, dest.z); if (Distance3D(player.pos.x, player.pos.y, player.pos.z, pos.x, pos.y, pos.z) < 200.0F) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&pos); Add3DBoom(&pos, NULL); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } if (ep && ep->center.y < dest.y) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&dest); Add3DBoom(&dest, NULL); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } if (epp && epp->center.y > dest.y) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&dest); Add3DBoom(&dest, NULL); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } if (EERIELaunchRay3(&orgn, &dest, &hit, tp, 1)) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&hit); Add3DBoom(&hit, NULL); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } if ( !EECheckInPoly(&dest) || EEIsUnderWaterFast(&dest) ) //ARX: jycorbel (2010-08-20) - rendering issues with bGATI8500: optimize time to render; { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&dest); Add3DBoom(&dest, NULL); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } long ici = IsCollidingAnyInter(dest.x, dest.y, dest.z, &tro); if (ici != -1 && ici != missiles[i].owner) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&dest); Add3DBoom(&dest, NULL); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } } long j = ARX_PARTICLES_GetFree(); if (j != -1 && !ARXPausedTimer) { ParticleCount++; particle[j].exist = TRUE; particle[j].zdec = 0; particle[j].ov.x = pos.x; particle[j].ov.y = pos.y; particle[j].ov.z = pos.z; particle[j].move.x = missiles[i].velocity.x + 3.0f - 6.0F * rnd(); particle[j].move.y = missiles[i].velocity.y + 4.0F - 12.0F * rnd(); particle[j].move.z = missiles[i].velocity.z + 3.0F - 6.0F * rnd(); particle[j].timcreation = tim; particle[j].tolive = 500 + (unsigned long)(rnd() * 500.f); particle[j].tc = tc; particle[j].siz = 12.0F * (float)(missiles[i].tolive - framediff3) * DIV4000; particle[j].scale.x = 15.0F + rnd() * 5.0F; particle[j].scale.y = 15.0F + rnd() * 5.0F; particle[j].scale.z = 15.0F + rnd() * 5.0F; particle[j].special = FIRE_TO_SMOKE; } missiles[i].lastpos.x = pos.x; missiles[i].lastpos.y = pos.y; missiles[i].lastpos.z = pos.z; break; } } missiles[i].lastupdate = tim; } }
void RuneOfGuardingSpell::Update(float timeDelta) { ulCurrentTime += timeDelta; if(lightHandleIsValid(m_light)) { EERIE_LIGHT * light = lightHandleGet(m_light); float fa = 1.0f - rnd() * 0.15f; light->intensity = 0.7f + 2.3f * fa; light->fallend = 350.f; light->fallstart = 150.f; light->rgb = Color3f(1.0f, 0.2f, 0.2f); light->time_creation = (unsigned long)(arxtime); light->duration = 200; } Vec3f pos = m_pos + Vec3f(0.f, -20.f, 0.f); RenderMaterial mat; mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Additive); Anglef stiteangle; Color3f stitecolor; float stiteangleb = float(ulCurrentTime) * 0.01f; stiteangle.setYaw(0); stiteangle.setRoll(0); stiteangle.setPitch(stiteangleb * 0.1f); stitecolor = Color3f(0.4f, 0.4f, 0.6f); float scale = std::sin(ulCurrentTime * 0.015f); Vec3f stitescale = Vec3f(1.f, -0.1f, 1.f); Draw3DObject(slight, stiteangle, pos, stitescale, stitecolor, mat); stiteangle.setPitch(stiteangleb); stitecolor = Color3f(0.6f, 0.f, 0.f); stitescale = Vec3f(2.f) * (1.f + 0.01f * scale); Draw3DObject(ssol, stiteangle, pos, stitescale, stitecolor, mat); stitecolor = Color3f(0.6f, 0.3f, 0.45f); stitescale = Vec3f(1.8f) * (1.f + 0.02f * scale); Draw3DObject(srune, stiteangle, pos, stitescale, stitecolor, mat); for(int n = 0; n < 4; n++) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } pd->ov = pos + (Vec3f(40.f, 0.f, 40.f) * Vec3f(frand2(), 0.f, frand2())); pd->move = Vec3f(0.8f, -4.f, 0.8f) * Vec3f(frand2(), rnd(), frand2()); pd->scale = Vec3f(-0.1f); pd->tolive = Random::get(2600, 3200); pd->tc = tex_p2; pd->siz = 0.3f; pd->rgb = Color3f(.4f, .4f, .6f); } Sphere sphere = Sphere(m_pos, std::max(m_level * 15.f, 50.f)); if(CheckAnythingInSphere(sphere, m_caster, CAS_NO_SAME_GROUP | CAS_NO_BACKGROUND_COL | CAS_NO_ITEM_COL| CAS_NO_FIX_COL | CAS_NO_DEAD_COL)) { ARX_BOOMS_Add(m_pos); LaunchFireballBoom(m_pos, (float)m_level); DoSphericDamage(Sphere(m_pos, 30.f * m_level), 4.f * m_level, DAMAGE_AREA, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL, m_caster); ARX_SOUND_PlaySFX(SND_SPELL_RUNE_OF_GUARDING_END, &m_pos); m_duration = 0; } }
//----------------------------------------------------------------------------- // Updates all currently launched projectiles void ARX_MISSILES_Update() { ARX_PROFILE_FUNC(); TextureContainer * tc = TC_fire; unsigned long tim = (unsigned long)(arxtime); for(unsigned long i(0); i < MAX_MISSILES; i++) { if(missiles[i].type == MISSILE_NONE) continue; long framediff = missiles[i].timecreation + missiles[i].tolive - tim; if(framediff < 0) { ARX_MISSILES_Kill(i); continue; } long framediff3 = tim - missiles[i].timecreation; switch(missiles[i].type) { case MISSILE_NONE: break; case MISSILE_FIREBALL: { Vec3f pos; pos = missiles[i].startpos + missiles[i].velocity * Vec3f(framediff3); if(lightHandleIsValid(missiles[i].longinfo)) { EERIE_LIGHT * light = lightHandleGet(missiles[i].longinfo); light->pos = pos; } Vec3f orgn = missiles[i].lastpos; Vec3f dest = pos; Vec3f tro = Vec3f(70.f); EERIEPOLY *ep = GetMinPoly(dest); EERIEPOLY *epp = GetMaxPoly(dest); if(closerThan(player.pos, pos, 200.f)) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(pos); Add3DBoom(pos); DoSphericDamage(Sphere(dest, 200.0F), 180.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } if(ep && ep->center.y < dest.y) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(dest); Add3DBoom(dest); DoSphericDamage(Sphere(dest, 200.0F), 180.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } if(epp && epp->center.y > dest.y) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(dest); Add3DBoom(dest); DoSphericDamage(Sphere(dest, 200.0F), 180.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } Vec3f hit; if(EERIELaunchRay3(orgn, dest, hit, 1)) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(hit); Add3DBoom(hit); DoSphericDamage(Sphere(dest, 200.0F), 180.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } if(!CheckInPoly(dest) || EEIsUnderWater(dest)) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(dest); Add3DBoom(dest); DoSphericDamage(Sphere(dest, 200.0F), 180.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } EntityHandle ici = IsCollidingAnyInter(dest, tro); if(ici != EntityHandle() && ici != missiles[i].owner) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(dest); Add3DBoom(dest); DoSphericDamage(Sphere(dest, 200.0F), 180.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } PARTICLE_DEF * pd = createParticle(); if(pd) { pd->ov = pos; pd->move = missiles[i].velocity; pd->move += Vec3f(3.f, 4.f, 3.f) + Vec3f(-6.f, -12.f, -6.f) * randomVec3f(); pd->tolive = Random::get(500, 1000); pd->tc = tc; pd->siz = 12.f * float(missiles[i].tolive - framediff3) * (1.f / 4000); pd->scale = randomVec(15.f, 20.f); pd->special = FIRE_TO_SMOKE; } missiles[i].lastpos = pos; break; } } missiles[i].lastupdate = tim; } }
//----------------------------------------------------------------------------- // Updates all currently launched projectiles void ARX_MISSILES_Update() { long framediff, framediff3; Vec3f orgn, dest, hit; TextureContainer * tc = TC_fire; EERIEPOLY *tp = NULL; unsigned long tim = ARXTimeUL(); for (unsigned long i(0); i < MAX_MISSILES; i++) { if (missiles[i].type == MISSILE_NONE) continue; framediff = missiles[i].timecreation + missiles[i].tolive - tim; if (framediff < 0) { ARX_MISSILES_Kill(i); continue; } framediff3 = tim - missiles[i].timecreation; switch (missiles[i].type) { case MISSILE_NONE: break; case MISSILE_FIREBALL: { Vec3f pos; pos = missiles[i].startpos + missiles[i].velocity * framediff3; if (missiles[i].longinfo != -1) { DynLight[missiles[i].longinfo].pos = pos; } #ifdef BUILD_EDITOR if (USE_COLLISIONS) #endif { orgn = missiles[i].lastpos; dest = pos; EERIEPOLY *ep; EERIEPOLY *epp; Vec3f tro; tro.x = 70.0F; tro.y = 70.0F; tro.z = 70.0F; CURRENTINTER = NULL; ep = GetMinPoly(dest.x, dest.y, dest.z); epp = GetMaxPoly(dest.x, dest.y, dest.z); if(closerThan(player.pos, pos, 200.f)) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&pos); Add3DBoom(&pos); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } if (ep && ep->center.y < dest.y) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&dest); Add3DBoom(&dest); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } if (epp && epp->center.y > dest.y) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&dest); Add3DBoom(&dest); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } if (EERIELaunchRay3(&orgn, &dest, &hit, tp, 1)) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&hit); Add3DBoom(&hit); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } if ( !EECheckInPoly(&dest) || EEIsUnderWater(&dest) ) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&dest); Add3DBoom(&dest); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } long ici = IsCollidingAnyInter(dest.x, dest.y, dest.z, &tro); if (ici != -1 && ici != missiles[i].owner) { ARX_MISSILES_Kill(i); ARX_BOOMS_Add(&dest); Add3DBoom(&dest); DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL); break; } } long j = ARX_PARTICLES_GetFree(); if (j != -1 && !ARXPausedTimer) { ParticleCount++; particle[j].exist = true; particle[j].zdec = 0; particle[j].ov.x = pos.x; particle[j].ov.y = pos.y; particle[j].ov.z = pos.z; particle[j].move.x = missiles[i].velocity.x + 3.0f - 6.0F * rnd(); particle[j].move.y = missiles[i].velocity.y + 4.0F - 12.0F * rnd(); particle[j].move.z = missiles[i].velocity.z + 3.0F - 6.0F * rnd(); particle[j].timcreation = tim; particle[j].tolive = 500 + (unsigned long)(rnd() * 500.f); particle[j].tc = tc; particle[j].siz = 12.0F * (float)(missiles[i].tolive - framediff3) * ( 1.0f / 4000 ); particle[j].scale.x = 15.0F + rnd() * 5.0F; particle[j].scale.y = 15.0F + rnd() * 5.0F; particle[j].scale.z = 15.0F + rnd() * 5.0F; particle[j].special = FIRE_TO_SMOKE; } missiles[i].lastpos.x = pos.x; missiles[i].lastpos.y = pos.y; missiles[i].lastpos.z = pos.z; break; } } missiles[i].lastupdate = tim; } }