+ bool m_collisiondetection;
+ bool m_vertical;
+ v3s16 m_camera_offset;
+};
+
+class ParticleSpawner
+{
+ public:
+ ParticleSpawner(IGameDef* gamedef,
+ scene::ISceneManager *smgr,
+ LocalPlayer *player,
+ u16 amount,
+ float time,
+ v3f minp, v3f maxp,
+ v3f minvel, v3f maxvel,
+ v3f minacc, v3f maxacc,
+ float minexptime, float maxexptime,
+ float minsize, float maxsize,
+ bool collisiondetection,
+ bool vertical,
+ video::ITexture *texture,
+ u32 id);
+
+ ~ParticleSpawner();
+
+ void step(float dtime, ClientEnvironment &env);
+
+ bool get_expired ()
+ { return (m_amount <= 0) && m_spawntime != 0; }
+
+ private:
+ float m_time;
+ IGameDef *m_gamedef;
+ scene::ISceneManager *m_smgr;
+ LocalPlayer *m_player;
+ u16 m_amount;
+ float m_spawntime;
+ v3f m_minpos;
+ v3f m_maxpos;
+ v3f m_minvel;
+ v3f m_maxvel;
+ v3f m_minacc;
+ v3f m_maxacc;
+ float m_minexptime;
+ float m_maxexptime;
+ float m_minsize;
+ float m_maxsize;
+ video::ITexture *m_texture;
+ std::vector<float> m_spawntimes;
+ bool m_collisiondetection;
+ bool m_vertical;