Cleanup of Level 0 Particles#6808
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…urve input for particles
… more commonly intended variamnt
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wookieejedi
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Tests look good and overall great to have this cleanup and new features fully implemented!
This was referenced Jul 10, 2025
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scp-fs2open#6808 converted all Pspews to use the new particle effects, though that in turn lead to a fun little visual bug. Overall, particles on weapons will only be rendered if they are valid, and the is valid check included a `weapon_state == m_weaponstate` check (IE states had to match between what the weapon object held and what the particle held. When a weapon switches to homing that particle state was never updated, b/c before 6808 it never needed to be. This lead to the particle effects from pspews not rendering when a missile was in homing mode. This PR fixes that issue by also updating the particle host status whenever the weapon state changes (uses the same logic as when the particle spawns the first time). Tested and works as expected.
wookieejedi
added a commit
that referenced
this pull request
Jul 28, 2025
#6808 converted all Pspews to use the new particle effects, though that in turn lead to a fun little visual bug. Overall, particles on weapons will only be rendered if they are valid, and the is valid check included a `weapon_state == m_weaponstate` check (IE states had to match between what the weapon object held and what the particle held. When a weapon switches to homing that particle state was never updated, b/c before 6808 it never needed to be. This lead to the particle effects from pspews not rendering when a missile was in homing mode. This PR fixes that issue by also updating the particle host status whenever the weapon state changes (uses the same logic as when the particle spawns the first time). Tested and works as expected.
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Followup to #6465.
Closes #3049, Fixes #2321.
TL;DR of the user-facing changes and improvements:
This adds the level 0 particle cleanup mentioned in the particle rework.
Notably, this means that all particles are now spawned exclusively from static particle effects. No bit of the code is still creating particles ad-hoc. This allows to reduce the amount of data stored in each particle by giving the particle access to the static effect data it was spawned from. Furthermore, this access allows for much more flexible particle behaviour, as outlined in the original PR.