Compare commits
10 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 4df936ca70 | |||
| 6c072aae45 | |||
| 68634126e5 | |||
| ee99821164 | |||
| 53ea5bd37d | |||
| 243276707a | |||
| 0cf92e99ff | |||
| 3ba73b8206 | |||
| fcf5117952 | |||
| fb80d088e4 |
@@ -27,6 +27,8 @@ struct ExplosionEffectJob : ModelJob
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Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
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ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
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ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
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Reverse = (bool)explosionEffectComponent["Reverse"];
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ColorDistanceScalar = (double)explosionEffectComponent["ColorDistanceScalar"];
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};
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glm::vec3 ExplosionOrigin;
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@@ -38,12 +40,14 @@ struct ExplosionEffectJob : ModelJob
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glm::vec4 EndColor;
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bool Randomness = false;
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float RandomnessScalar = 1.f;
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double RandomnessScalar = 1.f;
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glm::vec2 Velocity;
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bool ColorByDistance = false;
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//bool ReverseAnimation = false;
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//bool Wireframe = false;
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bool ExponentialAccelaration = false;
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bool Reverse = false;
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double ColorDistanceScalar = 1.f;
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std::array<float, 50> RandomNumbers = {
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0.3257552917701f,
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@@ -3,6 +3,7 @@
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#include "Common.h"
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#include "Core/System.h"
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#include "Engine/GLM.h"
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class ExplosionEffectSystem : public PureSystem
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{
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@@ -1,19 +1,21 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<ExplosionEffect xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ExplosionEffect.xsd">
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<ExplosionOrigin X="0" Y="0" Z="0"/>
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<TimeSinceDeath>0</TimeSinceDeath>
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<ExplosionDuration>2</ExplosionDuration>
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<TimeSinceDeath>0.0</TimeSinceDeath>
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<ExplosionDuration>2.0</ExplosionDuration>
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<Speed>1</Speed>
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<Delay>0</Delay>
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<!--<Gravity>1</Gravity>-->
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<!--<GravityForce>1</GravityForce>-->
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<!--<ObjectRadius>2</ObjectRadius>-->
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<EndColor R="0" G="0" B="0" A="0"/>
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<Randomness>0</Randomness>
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<RandomnessScalar>1</RandomnessScalar>
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<Randomness>false</Randomness>
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<RandomnessScalar>1.0</RandomnessScalar>
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<Velocity X="2" Y="2"/>
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<ColorByDistance>0</ColorByDistance>
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<!--<ReverseAnimation>0</ReverseAnimation>-->
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<ColorByDistance>false</ColorByDistance>
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<!--<Wireframe>0</Wireframe>-->
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<ExponentialAccelaration>0</ExponentialAccelaration>
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<ExponentialAccelaration>false</ExponentialAccelaration>
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<Pulsate>false</Pulsate>
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<Reverse>false</Reverse>
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<ColorDistanceScalar>1.0</ColorDistanceScalar>
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</ExplosionEffect>
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@@ -44,15 +44,21 @@
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<xs:element name="ColorByDistance" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Change the color by its moved distance instead of by its time</xs:documentation></xs:annotation>
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</xs:element>
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<!--<xs:element name="ReverseAnimation" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Implosions are cooler</xs:documentation></xs:annotation>
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</xs:element>-->
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<!--<xs:element name="Wireframe" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Enable/disable wireframe</xs:documentation></xs:annotation>
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</xs:element>-->
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<xs:element name="ExponentialAccelaration" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Linear/Exponential accelaration</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Pulsate" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Pulsate the effect</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Reverse" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Reverse the effect</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ColorDistanceScalar" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Scale the distance of the color change</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -15,6 +15,11 @@ uniform float RandomnessScalar;
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uniform vec2 Velocity;
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uniform bool ColorByDistance;
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uniform bool ExponentialAccelaration;
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uniform bool Reverse;
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uniform float ColorDistanceScalar;
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//uniform bool Gravity;
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//uniform bool Rotation;
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//uniform bool MaxRadius;
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in VertexData{
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vec3 Position;
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@@ -41,169 +46,136 @@ out VertexData{
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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float EqualTo(float x, float y) {
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return 1.0 - abs(sign(x - y));
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}
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float NotEqualTo(float x, float y) {
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return abs(sign(x - y));
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}
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float GreaterThan(float x, float y) {
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return max(sign(x - y), 0.0);
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}
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float LessThan(float x, float y) {
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return max(sign(y - x), 0.0);
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}
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float GreaterEqualTo(float x, float y) {
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return 1.0 - LessThan(x, y);
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}
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float LessEqualTo(float x, float y) {
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return 1.0 - GreaterThan(x, y);
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}
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// returns a "random" number based on input parameter
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float GetRandomNumber(int polygon_index)
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{
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int randomIndex = int(mod(polygon_index, 50));
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return RandomNumbers[randomIndex];
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return RandomNumbers[int(mod(polygon_index, 50))];
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}
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float randomNumber = 0.0;
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float randomDistance = 0.0;
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void main()
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vec3 CalcCenterOfTriangle(vec3 vertex0, vec3 vertex1, vec3 vertex2)
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{
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// calculate middle of vectors
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vec3 v1 = Input[1].Position - Input[0].Position;
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vec3 v2 = Input[2].Position - Input[0].Position;
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vec3 v3 = Input[2].Position - (v1 / 2);
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vec3 v4 = Input[1].Position - (v2 / 2);
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vec3 dir1 = normalize(vertex1 - vertex0);
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vec3 dir2 = normalize(vertex2 - vertex0);
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// calculate intersection
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// normalize direction
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vec3 dir1 = normalize(v1);
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vec3 dir2 = normalize(v2);
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vec3 vecA = Input[2].Position - Input[1].Position; //o2 - o1
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vec3 vecA = vertex2 - vertex1; //o2 - o1
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vec3 vecB = cross(dir1, dir2);
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mat3 matrisA = mat3(vecA, dir2, vecB);
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float lengthA = length(vecB);
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lengthA = lengthA * lengthA;
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float s = determinant(matrisA) / lengthA;
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// center position of triangle
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vec3 centerOfTriangle = Input[1].Position + (s * dir1);
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return vertex1 + (s * dir1);
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}
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void PassThingsThrough(int index)
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{
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// pass through vertex data
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Output.Normal = Input[index].Normal;
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Output.Position = Input[index].Position;
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Output.TextureCoordinate = Input[index].TextureCoordinate;
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Output.Tangent = Input[index].Tangent;
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Output.BiTangent = Input[index].BiTangent;
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Output.ExplosionColor = EndColor;
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}
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void main()
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{
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vec3 centerOfTriangle = CalcCenterOfTriangle(Input[0].Position, Input[1].Position, Input[2].Position);
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// center position of triangle to origin vector
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vec3 origin2TriangleCenterVector = centerOfTriangle - ExplosionOrigin;
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vec3 normalizedOrigin2TriangleCenterVector = normalize(origin2TriangleCenterVector);
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// distance between origin and the center of the current triangle
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float origin2TriangleCenterDistance = length(origin2TriangleCenterVector);
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// time percentage until end of explosion (0.0-1.0)
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float timePercetage = TimeSinceDeath / ExplosionDuration;
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// get a random number if randomness is enabled, otherwise the random number will be zero and won't affect the other algorithms
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if (Randomness == true)
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{
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randomDistance = GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
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}
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// get a random number if randomness is enabled, otherwise the random distance will be zero and won't affect the other algorithms
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float randomDistance = float(Randomness) * GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
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vec2 randomVelocity = Velocity * (randomDistance + 1.0);
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// accelaration to use on current frame. is a interpolation between start and end value
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float currentVelocity = mix(randomVelocity.x, randomVelocity.y, timePercetage);
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if (ExponentialAccelaration == true)
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{
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currentVelocity = pow(currentVelocity, 2) / 2.0;
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}
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// if the accelaration should be exponential
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currentVelocity = currentVelocity * max(currentVelocity * float(ExponentialAccelaration), 1.0);
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// distance between origin and the center of the current triangle
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float origin2TriangleCenterDistance = length(origin2TriangleCenterVector);
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// the distance the blast has moved since the beginning, i.e. its radius
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float blastWave = TimeSinceDeath * currentVelocity;
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// the distance from origin to the triangle center with eventual randomness added
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float fullDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance;
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// vector from the triangle center to the explosion's shockwave
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vec3 triangleCenter2ExplosionRadius = (normalizedOrigin2TriangleCenterVector * (TimeSinceDeath * currentVelocity)) - (normalizedOrigin2TriangleCenterVector * fullDistanceWithRandomness);
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float origin2TriangleCenterDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance;
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// if the triangle is inside the blast radius...
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if (fullDistanceWithRandomness <= (TimeSinceDeath * currentVelocity))
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vec3 triangleCenter2ExplosionRadius = (normalizedOrigin2TriangleCenterVector * blastWave) - (normalizedOrigin2TriangleCenterVector * origin2TriangleCenterDistanceWithRandomness);
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// if the triangle is inside the blast's radius...
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float isInsideBlastRadius = LessEqualTo(origin2TriangleCenterDistanceWithRandomness, blastWave);
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// calculate the max distance (s) the triangle will move
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float accelaration = (randomVelocity.y - randomVelocity.x) / ExplosionDuration;
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float maxDistance = (randomVelocity.x * ExplosionDuration) + (0.5 * accelaration * ExplosionDuration * ExplosionDuration);
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// if explosion color should be affected by distance instead of time...
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if (ColorByDistance == true)
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{
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float maxRadius = max(TimeSinceDeath * currentVelocity, (ExplosionDuration * currentVelocity));
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float a = (randomVelocity.y - randomVelocity.x) / ExplosionDuration;
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//float t = sqrt((2 * origin2TriangleCenterDistance) / a);
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// if explosion color should be affected by distance instead of time...
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if (ColorByDistance == true)
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{
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// calculate the max distance (s) the triangle will move
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float s = (randomVelocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
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float te = (length(triangleCenter2ExplosionRadius) / s);
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = te;
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}
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else
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{
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = timePercetage;
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}
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// for every vertex on the triangle...
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for (int i = 0; i < gl_in.length(); i++)
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{
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// move the triangle to the blast radius
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vec3 ExplodedPosition = Input[i].Position + triangleCenter2ExplosionRadius;
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// pass through vertex data
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Output.Normal = Input[i].Normal;
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Output.Position = Input[i].Position;
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Output.TextureCoordinate = Input[i].TextureCoordinate;
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Output.Tangent = Input[i].Tangent;
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Output.BiTangent = Input[i].BiTangent;
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for (int j = 0; j < MAX_SPLITS; j++)
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{
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Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
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}
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// convert to model space for the gravity to always be in -y
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vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
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// if there is gravity, apply it
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//if (Gravity == true)
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//{
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// // ---DO THIS----> //ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - TimeSinceHit;
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//
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// ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - pow(TimeSinceDeath, 2);
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//}
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// convert to screen space
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gl_Position = P*V * ExplodedPositionInModelSpace;
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EmitVertex();
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}
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Output.ExplosionPercentageElapsed = (length(triangleCenter2ExplosionRadius) / maxDistance) * isInsideBlastRadius * ColorDistanceScalar;
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}
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else
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{
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// if explosion color should be affected by distance instead of time...
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if (ColorByDistance == true)
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{
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = 0.0;
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}
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else
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{
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = timePercetage;
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Output.ExplosionPercentageElapsed = timePercetage;
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}
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vec3 ExplodedPosition;
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for (int i = 0; i < gl_in.length(); i++)
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{
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// move the triangle to the blast radius
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ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * isInsideBlastRadius);
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}
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// for every vertex on the triangle...
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for(int i = 0; i < gl_in.length(); i++)
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{
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// pass through vertex data
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Output.Normal = Input[i].Normal;
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Output.Position = Input[i].Position;
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Output.TextureCoordinate = Input[i].TextureCoordinate;
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Output.Tangent = Input[i].Tangent;
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Output.BiTangent = Input[i].BiTangent;
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// pass through vertex data
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PassThingsThrough(i);
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for (int j = 0; j < MAX_SPLITS; j++)
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{
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Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
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}
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// no change in position, pass through vertex
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gl_Position = gl_in[i].gl_Position;
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EmitVertex();
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}
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for (int j = 0; j < MAX_SPLITS; j++)
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{
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Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
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}
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// convert to window space
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gl_Position = P * V * M * vec4(ExplodedPosition, 1.0);
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EmitVertex();
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}
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//EndPrimitive();
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}
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}
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@@ -1319,7 +1319,12 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
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GLERROR("Bind 6 uniform");
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glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
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if (job->Reverse == false) {
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glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
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}
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else {
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glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), (job->ExplosionDuration - job->TimeSinceDeath));
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}
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GLERROR("Bind 7 uniform");
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glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
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GLERROR("Bind 8 uniform");
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@@ -1337,6 +1342,10 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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GLERROR("Bind 14 uniform");
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glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
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GLERROR("Bind 15 uniform");
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glUniform1i(glGetUniformLocation(shaderHandle, "Reverse"), job->Reverse);
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GLERROR("Bind 15-2 uniform");
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glUniform1f(glGetUniformLocation(shaderHandle, "ColorDistanceScalar"), job->ColorDistanceScalar);
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GLERROR("Bind 15-3 uniform");
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
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GLERROR("Bind 16 uniform");
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@@ -7,12 +7,15 @@ void ExplosionEffectSystem::UpdateComponent(EntityWrapper& entity, ComponentWrap
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delay = std::max(0.0, delay - dt);
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}
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if (delay <= 0) {
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double& timeSinceDeath = component["TimeSinceDeath"];
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timeSinceDeath += (double)component["Speed"] * dt;
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if (timeSinceDeath < 0 || timeSinceDeath > (double)component["ExplosionDuration"]) {
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timeSinceDeath = 0.0;
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}
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}
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if (delay <= 0) {
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double& timeSinceDeath = component["TimeSinceDeath"];
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timeSinceDeath += (double)component["Speed"] * dt;
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if (timeSinceDeath < 0) {
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timeSinceDeath = 0.0;
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}
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else if (timeSinceDeath >(double)component["ExplosionDuration"]) {
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timeSinceDeath = (double)component["ExplosionDuration"];
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}
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}
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}
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Reference in New Issue
Block a user