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@ -348,7 +348,7 @@ void WeatherManager::transition(float factor)
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mResult.mRainFrequency = current.mRainFrequency;
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mResult.mRainFrequency = current.mRainFrequency;
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}
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}
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void WeatherManager::update(float duration)
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void WeatherManager::update(float duration, bool paused)
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{
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{
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float timePassed = mTimePassed;
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float timePassed = mTimePassed;
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mTimePassed = 0;
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mTimePassed = 0;
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@ -483,52 +483,56 @@ void WeatherManager::update(float duration)
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mRendering->getSkyManager()->secundaDisable();
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mRendering->getSkyManager()->secundaDisable();
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}
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}
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if (mCurrentWeather == "thunderstorm" && mNextWeather == "")
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if (!paused)
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{
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{
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if (mThunderFlash > 0)
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if (mCurrentWeather == "thunderstorm" && mNextWeather == "")
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{
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{
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// play the sound after a delay
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mThunderSoundDelay -= duration;
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if (mThunderSoundDelay <= 0)
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{
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// pick a random sound
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int sound = rand() % 4;
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std::string* soundName = NULL;
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if (sound == 0) soundName = &mThunderSoundID0;
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else if (sound == 1) soundName = &mThunderSoundID1;
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else if (sound == 2) soundName = &mThunderSoundID2;
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else if (sound == 3) soundName = &mThunderSoundID3;
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if (soundName)
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MWBase::Environment::get().getSoundManager()->playSound(*soundName, 1.0, 1.0);
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mThunderSoundDelay = 1000;
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}
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mThunderFlash -= duration;
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if (mThunderFlash > 0)
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if (mThunderFlash > 0)
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mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
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else
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{
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{
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mThunderChanceNeeded = rand() % 100;
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// play the sound after a delay
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mThunderChance = 0;
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mThunderSoundDelay -= duration;
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mRendering->getSkyManager()->setLightningStrength( 0.f );
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if (mThunderSoundDelay <= 0)
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{
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// pick a random sound
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int sound = rand() % 4;
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std::string* soundName = NULL;
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if (sound == 0) soundName = &mThunderSoundID0;
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else if (sound == 1) soundName = &mThunderSoundID1;
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else if (sound == 2) soundName = &mThunderSoundID2;
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else if (sound == 3) soundName = &mThunderSoundID3;
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if (soundName)
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MWBase::Environment::get().getSoundManager()->playSound(*soundName, 1.0, 1.0);
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mThunderSoundDelay = 1000;
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}
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mThunderFlash -= duration;
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if (mThunderFlash > 0)
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mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
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else
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{
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mThunderChanceNeeded = rand() % 100;
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mThunderChance = 0;
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mRendering->getSkyManager()->setLightningStrength( 0.f );
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}
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}
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}
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}
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else
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else
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{
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// no thunder active
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mThunderChance += duration*4; // chance increases by 4 percent every second
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if (mThunderChance >= mThunderChanceNeeded)
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{
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{
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mThunderFlash = mThunderThreshold;
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// no thunder active
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mThunderChance += duration*4; // chance increases by 4 percent every second
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if (mThunderChance >= mThunderChanceNeeded)
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{
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mThunderFlash = mThunderThreshold;
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mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
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mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
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mThunderSoundDelay = 0.25;
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mThunderSoundDelay = 0.25;
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}
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}
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}
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}
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}
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else
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mRendering->getSkyManager()->setLightningStrength(0.f);
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}
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}
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else
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mRendering->getSkyManager()->setLightningStrength(0.f);
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mRendering->setAmbientColour(mResult.mAmbientColor);
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mRendering->setAmbientColour(mResult.mAmbientColor);
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mRendering->sunEnable(false);
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mRendering->sunEnable(false);
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