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generated by cgit v1.2.3 (git 2.39.1) at 2024-11-13 06:08:29 +0000
 


">> m_spawntimes;
	bool m_collisiondetection;
	bool m_collision_removal;
	bool m_vertical;
	u16 m_attached_id;
	struct TileAnimationParams m_animation;
	u8 m_glow;
};

/**
 * Class doing particle as well as their spawners handling
 */
class ParticleManager
{
friend class ParticleSpawner;
public:
	ParticleManager(ClientEnvironment* env);
	~ParticleManager();

	void step (float dtime);

	void handleParticleEvent(ClientEvent *event, Client *client,
			scene::ISceneManager* smgr, LocalPlayer *player);

	void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
		LocalPlayer *player, v3s16 pos, const MapNode &n,
		const ContentFeatures &f);

	void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
		LocalPlayer *player, v3s16 pos, const MapNode &n,
		const ContentFeatures &f);

	void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
		LocalPlayer *player, v3s16 pos, const MapNode &n,
		const ContentFeatures &f);

protected:
	void addParticle(Particle* toadd);

private:

	void stepParticles (float dtime);
	void stepSpawners (float dtime);

	void clearAll ();

	std::vector<Particle*> m_particles;
	std::map<u32, ParticleSpawner*> m_particle_spawners;

	ClientEnvironment* m_env;
	Mutex m_particle_list_lock;
	Mutex m_spawner_list_lock;
};

#endif