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@ -67,6 +67,10 @@ void WeatherManager::setFallbackWeather(Weather& weather,const std::string& name
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weather.mGlareView = mFallback->getFallbackFloat("Weather_"+upper+"_Glare_View");
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weather.mCloudTexture = mFallback->getFallbackString("Weather_"+upper+"_Cloud_Texture");
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static const float fStromWindSpeed = mStore->get<ESM::GameSetting>().find("fStromWindSpeed")->getFloat();
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weather.mIsStorm = weather.mWindSpeed > fStromWindSpeed;
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bool usesPrecip = mFallback->getFallbackBool("Weather_"+upper+"_Using_Precip");
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if (usesPrecip)
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weather.mRainEffect = "meshes\\raindrop.nif";
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@ -80,7 +84,6 @@ Rain Height Max=700 ?
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Rain Threshold=0.6 ?
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Max Raindrops=650 ?
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*/
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weather.mIsStorm = (name == "ashstorm" || name == "blight");
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mWeatherSettings[name] = weather;
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}
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@ -113,8 +116,8 @@ float WeatherManager::calculateAngleFade (const std::string& moonName, float ang
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return 1.f;
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}
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WeatherManager::WeatherManager(MWRender::RenderingManager* rendering,MWWorld::Fallback* fallback) :
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mHour(14), mWindSpeed(0.f), mIsStorm(false), mStormDirection(0,1,0), mFallback(fallback),
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WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, MWWorld::Fallback* fallback, MWWorld::ESMStore* store) :
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mHour(14), mWindSpeed(0.f), mIsStorm(false), mStormDirection(0,1,0), mFallback(fallback), mStore(store),
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mRendering(rendering), mCurrentWeather("clear"), mNextWeather(""), mFirstUpdate(true),
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mRemainingTransitionTime(0), mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50),
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mTimePassed(0), mWeatherUpdateTime(0), mThunderSoundDelay(0)
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