📄 weathereffect.h
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#ifndef _CWEATHER_H
#define _CWEATHER_H
#define _MIST_STATE_START 0
class CMist
{
public:
BOOL m_bActive;
BYTE m_bMistState;
D3DVERTEX m_avBillboard[4];
D3DVECTOR m_vTrans;
D3DVECTOR m_vScale;
private:
public:
CMist();
~CMist();
BOOL Create(); // 救俺 积己.
VOID Init(); // 救俺 函荐 檬扁拳.
VOID Destory(); // 咆胶苗殿狼 皋葛府秦力.
HRESULT DrawMist();
VOID ProgressMist(); // 救俺 柳青.(救俺矫累矫痢, 救俺柳青, 救俺辆丰矫痢俊辑 辑肺 促福促.)
};
/*
class CRain
{
public:
BOOL m_bActive;
D3DVERTEX m_avBillboard[4];
CParticle m_xParticles;
private:
public:
CRain();
~CRain();
BOOL Create();
VOID Init();
VOID Destory();
HRESULT DrawRain();
VOID ProgressRain();
};
class CSnow
{
public:
BOOL m_bActive;
D3DVERTEX m_avBillboard[4];
CParticle m_xParticles;
private:
public:
CSnow();
~CSnow();
BOOL Create();
VOID Init();
VOID Destory();
HRESULT DrawSnow();
VOID ProgressSnow();
};
*/
class CAirWave
{
#define _MAX_X 276
#define _MAX_Y 185
#define _CURR 0
#define _NEW 1
#define _DAMP 4
public:
BYTE m_bDispLut[512];
BYTE m_bCurr, m_bNew;
public:
CAirWave();
~CAirWave();
VOID InitAirWave();
VOID UpdateAirWave();
VOID DropAirWaveMap(INT nX, INT nY, INT nW, INT nMulFactor);
VOID RenderAirWave();
};
#endif // _CWEATHER_H
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