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AppendClass.Debris = { |
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__parents = { "GameDynamicSpawnObject" }, |
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} |
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function Debris:GetDynamicData(data) |
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data.opacity = self.opacity |
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local fade_time = GameTime() - self.time_fade_away_start |
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data.time_fade_away = (fade_time > self.time_fade_away) and 0 or (self.time_fade_away - fade_time) |
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data.time_disappear = self.time_disappear |
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local p = self.spawning_obj |
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if p then |
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data.parent_handle = p.handle |
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end |
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end |
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function Debris:SetDynamicData(data) |
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self.opacity = data.opacity |
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self:StartPhase("FadeAway", data.time_fade_away, data.time_disappear) |
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local ph = data.parent_handle |
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if ph then |
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local p = HandleToObject[ph] |
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self.spawning_obj = p |
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self:SetColorization(p) |
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end |
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end |
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local prev_func = Debris.enum_obj |
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function Debris.enum_obj(obj, ...) |
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if prev_func(obj, ...) and not IsKindOf(obj, "TreeTop") then |
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return true |
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end |
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end |