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enum {
WEATHER_RANDOM = -1,
WEATHER_SUNNY = 0,
WEATHER_CLOUDY,
WEATHER_RAINY,
WEATHER_FOGGY,
WEATHER_EXTRA_SUNNY,
WEATHER_HURRICANE,
WEATHER_TOTAL,
WEATHER_EXTRACOLOURS = 6
};
class CWeather
{
public:
static int32 SoundHandle;
static int32 WeatherTypeInList;
static int16 OldWeatherType;
static int16 NewWeatherType;
static int16 ForcedWeatherType;
static bool LightningFlash;
static bool LightningBurst;
static uint32 LightningStart;
static uint32 LightningFlashLastChange;
static uint32 WhenToPlayLightningSound;
static uint32 LightningDuration;
static int32 StreamAfterRainTimer;
static float ExtraSunnyness;
static float Foggyness;
static float CloudCoverage;
static float Wind;
static float Rain;
static float InterpolationValue;
static float WetRoads;
static float Rainbow;
static float SunGlare;
static float WindClipped;
static float TrafficLightBrightness;
static bool bScriptsForceRain;
static bool Stored_StateStored;
static float Stored_InterpolationValue;
static int16 Stored_OldWeatherType;
static int16 Stored_NewWeatherType;
static float Stored_Rain;
static void RenderRainStreaks(void);
static void Update(void);
static void Init(void);
static void ReleaseWeather();
static void ForceWeather(int16);
static void ForceWeatherNow(int16);
static void AddSplashesDuringHurricane();
static void AddStreamAfterRain();
static void AddRain();
static void AddHeatHaze();
static void AddBeastie();
static void StoreWeatherState();
static void RestoreWeatherState();
};
enum {
NUM_RAIN_STREAKS = 35
};
struct tRainStreak
{
CVector position;
CVector direction;
uint32 timer;
};
extern RwTexture* gpRainDropTex;
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