121 num5 = m_lastViewY.Value - 5f;
124 num4 = m_lastViewY.Value + 5f;
133 int num7 = (int)num6 + (
m_random.Float(0f, 1f) < num6 - (
int)num6 ? 1 : 0);
145 bool flag = particle.YLimit != 0f && particle.Position.Y <= particle.YLimit + num8;
149 particle.Position.Y -= particle.Speed * dt;
153 particle.IsActive =
false;
175 particle.Position.X = Point.X +
m_random.Float(0f, 1f);
176 particle.Position.Y =
m_random.Float(num4, num5);
177 particle.Position.Z = Point.Y +
m_random.Float(0f, 1f);
178 particle.IsActive = particle.Position.Y >=
m_yLimit;
179 particle.YLimit = 0f;
183 particle.Position.X = Point.X +
m_random.Float(0f, 1f);
185 particle.Position.Z = Point.Y +
m_random.Float(0f, 1f);
186 particle.IsActive = particle.Position.Y >=
m_yLimit;
187 particle.YLimit = 0f;
215 float num = camera.ViewPosition.Y + 5f;
222 Vector3 v2 = -vector2 - vector3;
223 Vector3 v3 = vector2 - vector3;
228 Vector3 p = particle.Position + v2;
229 Vector3 p2 = particle.Position + v3;
230 Vector3 p3 = particle.Position + v4;
245 Vector3 v5 = -vector2 - vector3;
246 Vector3 v6 = vector2 - vector3;
247 Vector3 v7 = vector2 + vector3;
248 Vector3 v8 = -vector2 + vector3;
252 Vector3 p4 = particle2.Position + v5;
253 Vector3 p5 = particle2.Position + v6;
254 Vector3 p6 = particle2.Position + v7;
255 Vector3 p7 = particle2.Position + v8;