fix weather interpolation & add 'fall.max_intensity' property
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@@ -115,7 +115,8 @@ void Decorator::updateRandom(
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return;
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}
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}
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if (dst2 < 128 && random.randFloat() < glm::pow(weather.intensity, 2.0f) && rainSplash.has_value()) {
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float intensity = weather.intensity * weather.fall.maxIntensity;
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if (dst2 < 128 && random.randFloat() < glm::pow(intensity, 2.0f) && rainSplash.has_value()) {
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auto treg = util::get_texture_region(
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assets, "particles:rain_splash_0", ""
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);
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@@ -137,7 +138,7 @@ void Decorator::updateRandom(
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sound,
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pos,
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false,
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weather.intensity * weather.intensity,
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intensity * intensity,
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1.0f,
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false,
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audio::PRIORITY_LOW,
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