1
0

Added support for additional data in the ParticleEffect Packet

Also started refactoring how broadcasts are handled
This commit is contained in:
tycho
2015-03-21 17:17:26 +00:00
parent bd73dcedd4
commit 448df85e56
22 changed files with 310 additions and 19 deletions

View File

@@ -6,7 +6,7 @@
#include "Floater.h"
#include "Player.h"
#include "../ClientHandle.h"
#include "Broadcaster.h"
@@ -145,12 +145,12 @@ void cFloater::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
LOGD("Started producing particles for floater %i", GetUniqueID());
m_ParticlePos.Set(GetPosX() + (-4 + m_World->GetTickRandomNumber(8)), GetPosY(), GetPosZ() + (-4 + m_World->GetTickRandomNumber(8)));
m_World->BroadcastParticleEffect("splash", (float) m_ParticlePos.x, (float) m_ParticlePos.y, (float) m_ParticlePos.z, 0, 0, 0, 0, 15);
m_World->GetBroadcaster().BroadcastParticleEffect("splash", static_cast<Vector3f>(m_ParticlePos), Vector3f{}, 0, 15);
}
else if (m_CountDownTime < 20)
{
m_ParticlePos = (m_ParticlePos + (GetPosition() - m_ParticlePos) / 6);
m_World->BroadcastParticleEffect("splash", (float) m_ParticlePos.x, (float) m_ParticlePos.y, (float) m_ParticlePos.z, 0, 0, 0, 0, 15);
m_World->GetBroadcaster().BroadcastParticleEffect("splash", static_cast<Vector3f>(m_ParticlePos), Vector3f{}, 0, 15);
}
m_CountDownTime--;