Simplified Stars constructor, removed unnecessary #include from kart.cpp.
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@ -18,36 +18,42 @@
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#include "graphics/stars.hpp"
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#include <cmath>
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#include "graphics/irr_driver.hpp"
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#include "graphics/material.hpp"
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#include "graphics/material_manager.hpp"
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#include "karts/abstract_kart.hpp"
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#include "karts/kart_model.hpp"
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#include "utils/constants.hpp"
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#include <ISceneNode.h>
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#include <IBillboardSceneNode.h>
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#include <cmath>
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const int STAR_AMOUNT = 7;
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const float RADIUS = 0.7f;
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const float STAR_SIZE = 0.4f;
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Stars::Stars(scene::ISceneNode* parentKart, core::vector3df center)
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Stars::Stars(AbstractKart *kart)
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{
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m_parent_kart_node = parentKart;
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m_parent_kart_node = kart->getNode();
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m_enabled = false;
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video::ITexture* texture = irr_driver->getTexture("starparticle.png");
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Material* star_material =
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material_manager->getMaterial("starparticle.png");
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m_center = center;
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m_center = core::vector3df(0.0f,
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kart->getKartModel()->getModel()
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->getBoundingBox().MaxEdge.Y,
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0.0f );
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for (int n=0; n<STAR_AMOUNT; n++)
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{
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scene::ISceneNode* billboard =
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irr_driver->addBillboard(core::dimension2df(STAR_SIZE, STAR_SIZE),
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texture, parentKart);
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texture, kart->getNode());
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#ifdef DEBUG
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billboard->setName("star");
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#endif
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@ -21,9 +21,12 @@
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#include "utils/no_copy.hpp"
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#include "vector3d.h"
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#include <vector>
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#include <vector3d.h>
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class AbstractKart;
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namespace irr
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{
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namespace scene { class ISceneNode; }
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@ -54,7 +57,7 @@ private:
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float m_remaining_time;
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public:
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Stars (scene::ISceneNode* parentKart, core::vector3df center);
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Stars (AbstractKart *kart);
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~Stars ();
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void showFor(float time);
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void reset();
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@ -38,8 +38,6 @@
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#include "graphics/stk_text_billboard.hpp"
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#include "graphics/stars.hpp"
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#include "guiengine/scalable_font.hpp"
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#include "karts/abstract_characteristic.hpp"
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#include "karts/cached_characteristic.hpp"
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#include "karts/explosion_animation.hpp"
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#include "karts/kart_gfx.hpp"
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#include "karts/rescue_animation.hpp"
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@ -215,12 +213,7 @@ void Kart::init(RaceManager::KartType type)
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m_kart_gfx = new KartGFX(this);
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m_skidding = new Skidding(this);
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// Create the stars effect
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m_stars_effect =
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new Stars(getNode(),
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core::vector3df(0.0f,
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getKartModel()->getModel()
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->getBoundingBox().MaxEdge.Y,
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0.0f) );
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m_stars_effect = new Stars(this);
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reset();
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} // init
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