From 3a8b2bda43d8e18946410f1011a6f9810c97f1a7 Mon Sep 17 00:00:00 2001 From: abcdefg30 Date: Sat, 25 Jun 2016 19:04:59 +0200 Subject: [PATCH] Convert ParticleDensityFactor from a float to an int --- OpenRA.Mods.Common/Traits/World/WeatherOverlay.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/OpenRA.Mods.Common/Traits/World/WeatherOverlay.cs b/OpenRA.Mods.Common/Traits/World/WeatherOverlay.cs index 88d8c99db8..a22ca7ccbd 100644 --- a/OpenRA.Mods.Common/Traits/World/WeatherOverlay.cs +++ b/OpenRA.Mods.Common/Traits/World/WeatherOverlay.cs @@ -19,8 +19,8 @@ namespace OpenRA.Mods.Common.Traits [Desc("Adds a particle-based overlay.")] public class WeatherOverlayInfo : ITraitInfo, ILobbyCustomRulesIgnore { - [Desc("Factor for particle density. As higher as more particles will get spawned.")] - public readonly float ParticleDensityFactor = 0.0007625f; + [Desc("Average number of particles per 100x100 px square.")] + public readonly int ParticleDensityFactor = 8; [Desc("Should the level of the wind change over time, or just stick to the first value of WindLevels?")] public readonly bool ChangingWindLevel = true; @@ -111,7 +111,7 @@ namespace OpenRA.Mods.Common.Traits int CalculateParticleCount(int x, int y) { - return (int)(x * y * info.ParticleDensityFactor); + return (int)(x * y * info.ParticleDensityFactor / 10000); } void SpawnParticles(int count, int rangeY, int spawnChancePercent)