Linear fade added to particles
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@@ -37,12 +37,10 @@ private:
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float RandomizeAngle(float spreadAngle);
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//void ScaleInterpolation(double timeProgress, std::vector<float> spectrum, glm::vec3 &scale);
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void VectorInterpolation(double timeProgress, std::vector<glm::vec3> spectrum, glm::vec3 &velocity);
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//void ColorInterpolation(double timeProgress, std::vector<Color> spectrum, Color &color);
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void ScalarInterpolation(double timeProgress, std::vector<float> spectrum, float &alpha);
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void Billboard();
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//std::map<EntityID, std::list<ParticleData>> m_ParticleEmitter;
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std::map<EntityID, double> m_TimeSinceLastSpawn;
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std::map<EntityID, double> m_ExplosionEmitters;
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std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
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bool tempSpawnedExplosions;
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@@ -51,7 +49,9 @@ private:
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// bool OnKeyUp(const Events::KeyUp &e);
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EventRelay<ParticleSystem, Events::CreateExplosion> m_EExplosion;
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bool CreateExplosion(const Events::CreateExplosion &e);
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std::map<EntityID, double> m_ExplosionEmitters;
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std::map<EntityID, EntityID> m_ParticlesToEmitter;
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};
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}
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