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lhfire
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#ifndef FIRE_PARTICLE_H
#define FIRE_PARTICLE_H
#include <math.h>
// circle = x<size (a perfect circle, no falloff, only size, antialiased)
// globe = size-x (fades linearly with distance from the center, good for most things)
// glow = 1/(x*x) falloff (great for explosions, very bright in the center, quickly fades, but extends quite far)
#define prender_circle 0
#define prender_globe 1
#define prender_glow 2
typedef struct particlestruct
{
int active;
int rendertype;
float time, life, size, decaystart, decayend, weightstart, weightend, pressurestart, pressureend, starttime, lifeprogress, lifetime, mass;
float x, y, z;
float vx, vy, vz;
float color_red, color_green, color_blue, color_alpha;
} particle_t;
extern particle_t* particle;
extern int particles;
extern void particles_clear();
extern void particle_spawn(int rendertype, float starttime, float life, float size, float x, float y, float z, float vx, float vy, float vz, float color_r, float color_g, float color_b, float color_a, float decaystart, float decayend, float weightstart, float weightend, float pressurestart, float pressureend, float mass);
extern void particles_advance(float currenttime);
extern int particles_alloc(int number);
#endif
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