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authordaoge <3523206925@qq.com>2026-03-03 03:04:10 +0800
committerGitHub <noreply@github.com>2026-03-03 03:04:10 +0800
commitb3feddfef372618c8a9d7a0abcaf18cfad866c18 (patch)
tree267761c3bb39241ba5c347bfbe2254d06686e287 /Minecraft.Client/HugeExplosionParticle.cpp
parent84c31a2331f7a0ec85b9d438992e244f60e5020f (diff)
feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict * feat: TU19 (Dec 2014) Features & Content (#32) * December 2014 files * Working release build * Fix compilation issues * Add sound to Windows64Media * Add DLC content and force Tutorial DLC * Revert "Add DLC content and force Tutorial DLC" This reverts commit 97a43994725008e35fceb984d5549df9c8cea470. * Disable broken light packing * Disable breakpoint during DLC texture map load Allows DLC loading but the DLC textures are still broken * Fix post build not working * ... * fix vs2022 build * fix cmake build --------- Co-authored-by: Loki <lokirautio@gmail.com>
Diffstat (limited to 'Minecraft.Client/HugeExplosionParticle.cpp')
-rw-r--r--Minecraft.Client/HugeExplosionParticle.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/Minecraft.Client/HugeExplosionParticle.cpp b/Minecraft.Client/HugeExplosionParticle.cpp
index 273eed2b..2a104c19 100644
--- a/Minecraft.Client/HugeExplosionParticle.cpp
+++ b/Minecraft.Client/HugeExplosionParticle.cpp
@@ -4,6 +4,9 @@
#include "Textures.h"
#include "Tesselator.h"
#include "Lighting.h"
+#include "ResourceLocation.h"
+
+ResourceLocation HugeExplosionParticle::EXPLOSION_LOCATION = ResourceLocation(TN_MISC_EXPLOSION);
HugeExplosionParticle::HugeExplosionParticle(Textures *textures, Level *level, double x, double y, double z, double xa, double ya, double za) : Particle(level,x,y,z,0,0,0)
{
@@ -29,7 +32,7 @@ void HugeExplosionParticle::render(Tesselator *t, float a, float xa, float ya, f
{
int tex = (int) ((life + a) * 15 / lifeTime);
if (tex > 15) return;
- textures->bindTexture(TN_MISC_EXPLOSION); // 4J was "/misc/explosion.png"
+ textures->bindTexture(&EXPLOSION_LOCATION);
float u0 = (tex % 4) / 4.0f;
float u1 = u0 + 0.999f / 4.0f;