Convert ParticleDensityFactor from a float to an int
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@@ -19,8 +19,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Adds a particle-based overlay.")]
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[Desc("Adds a particle-based overlay.")]
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public class WeatherOverlayInfo : ITraitInfo, ILobbyCustomRulesIgnore
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public class WeatherOverlayInfo : ITraitInfo, ILobbyCustomRulesIgnore
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{
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{
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[Desc("Factor for particle density. As higher as more particles will get spawned.")]
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[Desc("Average number of particles per 100x100 px square.")]
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public readonly float ParticleDensityFactor = 0.0007625f;
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public readonly int ParticleDensityFactor = 8;
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[Desc("Should the level of the wind change over time, or just stick to the first value of WindLevels?")]
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[Desc("Should the level of the wind change over time, or just stick to the first value of WindLevels?")]
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public readonly bool ChangingWindLevel = true;
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public readonly bool ChangingWindLevel = true;
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@@ -111,7 +111,7 @@ namespace OpenRA.Mods.Common.Traits
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int CalculateParticleCount(int x, int y)
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int CalculateParticleCount(int x, int y)
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{
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{
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return (int)(x * y * info.ParticleDensityFactor);
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return (int)(x * y * info.ParticleDensityFactor / 10000);
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}
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}
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void SpawnParticles(int count, int rangeY, int spawnChancePercent)
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void SpawnParticles(int count, int rangeY, int spawnChancePercent)
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