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	Give meaningful name to the mEffectFade
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					 4 changed files with 14 additions and 14 deletions
				
			
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			@ -657,7 +657,7 @@ namespace MWRender
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        mUnrefQueue->flush(mWorkQueue.get());
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        float rainIntensity = mSky->getEffectFade();
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        float rainIntensity = mSky->getPrecipitationAlpha();
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        mWater->setRainIntensity(rainIntensity);
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        if (!paused)
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			@ -1138,7 +1138,7 @@ SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneMana
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    , mBaseWindSpeed(0.f)
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    , mEnabled(true)
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    , mSunEnabled(true)
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    , mEffectFade(0.f)
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    , mPrecipitationAlpha(0.f)
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{
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    osg::ref_ptr<CameraRelativeTransform> skyroot (new CameraRelativeTransform);
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    skyroot->setName("Sky Root");
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			@ -1516,7 +1516,7 @@ void SkyManager::createRain()
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    osg::ref_ptr<osgParticle::ModularProgram> program (new osgParticle::ModularProgram);
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    program->addOperator(new WrapAroundOperator(mCamera,rainRange));
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    program->addOperator(new WeatherAlphaOperator(mEffectFade, true));
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    program->addOperator(new WeatherAlphaOperator(mPrecipitationAlpha, true));
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    program->setParticleSystem(mRainParticleSystem);
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    mRainNode->addChild(program);
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			@ -1575,10 +1575,10 @@ bool SkyManager::hasRain() const
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    return mRainNode != nullptr;
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}
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float SkyManager::getEffectFade() const
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float SkyManager::getPrecipitationAlpha() const
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{
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    if (mEnabled && !mIsStorm && (hasRain() || mParticleNode))
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        return mEffectFade;
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        return mPrecipitationAlpha;
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    return 0.f;
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}
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			@ -1722,7 +1722,7 @@ void SkyManager::setWeather(const WeatherResult& weather)
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            SceneUtil::AssignControllerSourcesVisitor assignVisitor(std::shared_ptr<SceneUtil::ControllerSource>(new SceneUtil::FrameTimeSource));
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            mParticleEffect->accept(assignVisitor);
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            AlphaFader::SetupVisitor alphaFaderSetupVisitor(mEffectFade);
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            AlphaFader::SetupVisitor alphaFaderSetupVisitor(mPrecipitationAlpha);
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            mParticleEffect->accept(alphaFaderSetupVisitor);
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			@ -1739,7 +1739,7 @@ void SkyManager::setWeather(const WeatherResult& weather)
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                osg::ref_ptr<osgParticle::ModularProgram> program (new osgParticle::ModularProgram);
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                if (!mIsStorm)
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                    program->addOperator(new WrapAroundOperator(mCamera,osg::Vec3(1024,1024,800)));
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                program->addOperator(new WeatherAlphaOperator(mEffectFade, false));
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                program->addOperator(new WeatherAlphaOperator(mPrecipitationAlpha, false));
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                program->setParticleSystem(ps);
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                mParticleNode->addChild(program);
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            }
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			@ -1828,7 +1828,7 @@ void SkyManager::setWeather(const WeatherResult& weather)
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    mAtmosphereNightNode->setNodeMask(weather.mNight ? ~0 : 0);
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    mEffectFade = weather.mEffectFade;
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    mPrecipitationAlpha = weather.mPrecipitationAlpha;
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}
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float SkyManager::getBaseWindSpeed() const
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			@ -87,7 +87,7 @@ namespace MWRender
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        std::string mParticleEffect;
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        std::string mRainEffect;
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        float mEffectFade;
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        float mPrecipitationAlpha;
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        float mRainDiameter;
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        float mRainMinHeight;
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			@ -158,7 +158,7 @@ namespace MWRender
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        bool hasRain() const;
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        float getEffectFade() const;
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        float getPrecipitationAlpha() const;
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        void setRainSpeed(float speed);
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			@ -269,7 +269,7 @@ namespace MWRender
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        bool mEnabled;
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        bool mSunEnabled;
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        float mEffectFade;
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        float mPrecipitationAlpha;
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        osg::Vec4f mMoonScriptColor;
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    };
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			@ -1129,7 +1129,7 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam
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    mResult.mGlareView = current.mGlareView;
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    mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
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    mResult.mAmbientSoundVolume = 1.f;
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    mResult.mEffectFade = 1.f;
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    mResult.mPrecipitationAlpha = 1.f;
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    mResult.mIsStorm = current.mIsStorm;
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			@ -1236,7 +1236,7 @@ inline void WeatherManager::calculateTransitionResult(const float factor, const
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        mResult.mRainSpeed = current.mRainSpeed;
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        mResult.mRainEntranceSpeed = current.mRainEntranceSpeed;
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        mResult.mAmbientSoundVolume = 1 - factor / threshold;
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        mResult.mEffectFade = mResult.mAmbientSoundVolume;
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        mResult.mPrecipitationAlpha = mResult.mAmbientSoundVolume;
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        mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
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        mResult.mRainDiameter = current.mRainDiameter;
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        mResult.mRainMinHeight = current.mRainMinHeight;
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			@ -1251,7 +1251,7 @@ inline void WeatherManager::calculateTransitionResult(const float factor, const
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        mResult.mRainSpeed = other.mRainSpeed;
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        mResult.mRainEntranceSpeed = other.mRainEntranceSpeed;
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        mResult.mAmbientSoundVolume = (factor - threshold) / (1 - threshold);
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        mResult.mEffectFade = mResult.mAmbientSoundVolume;
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        mResult.mPrecipitationAlpha = mResult.mAmbientSoundVolume;
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        mResult.mAmbientLoopSoundID = other.mAmbientLoopSoundID;
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        mResult.mRainDiameter = other.mRainDiameter;
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