Because person who made it didn't take account into clients fov.
Edit:
Since some people said that particles don't scale to your screen size, it's easy fixable. If you look at model renderer you see this code
Code:
if (i8 >= 50) {
vertexPerspectiveX[j7] = l5 + (k7 << Client.log_view_dist) / i8;// Here
vertexPerspectiveY[j7] = j6 + (l7 << Client.log_view_dist) / i8;// Here
} else {
vertexPerspectiveX[j7] = -5000;
flag = true;
}
This client * 1024 if you're on resizable mode(which is dumb, just multiply by your client width god damn, and you'll have proper FOV). I looked at draw particle method and found this
Code:
public final int[] writeParticlePos(int var1, int var2, int var3) {
if (var1 >= 128 && var3 >= 128 && var1 <= 13056 && var3 <= 13056) {
int var6 = method42(plane, var3, var1) - var2;
var1 -= xCameraPos;
var6 -= zCameraPos;
var3 -= yCameraPos;
int var7 = Model.SINE[yCameraCurve];
int var8 = Model.COSINE[yCameraCurve];
int var9 = Model.SINE[xCameraCurve];
int var10 = Model.COSINE[xCameraCurve];
int var11 = var3 * var9 + var1 * var10 >> 16;
var3 = var3 * var10 - var1 * var9 >> 16;
var1 = var11;
var11 = var6 * var8 - var3 * var7 >> 16;
var3 = var6 * var7 + var3 * var8 >> 16;
return var3 >= 50 && var3 <= 3500 ? new int[] { Rasterizer.centerX + (var1 << 9) / var3, Rasterizer.centerY + (var11 << 9) / var3, var3, Rasterizer.centerX + (var1 / 2 << 9) / var3, Rasterizer.centerY + (var11 / 2 << 9) / var3, Rasterizer.centerX + (var1 / 2 << 9) / var3, Rasterizer.centerY + (var11 / 2 << 9) / var3 }
: new int[] { 0, 0, 0, 0, 0, 0, 0 };
} else {
return new int[] { 0, 0, 0, 0, 0, 0, 0 };
}
}
This still have << 9, we replace it with
Code:
public final int[] writeParticlePos(int var1, int var2, int var3) {
if (var1 >= 128 && var3 >= 128 && var1 <= 13056 && var3 <= 13056) {
int var6 = method42(plane, var3, var1) - var2;
var1 -= xCameraPos;
var6 -= zCameraPos;
var3 -= yCameraPos;
int var7 = Model.SINE[yCameraCurve];
int var8 = Model.COSINE[yCameraCurve];
int var9 = Model.SINE[xCameraCurve];
int var10 = Model.COSINE[xCameraCurve];
int var11 = var3 * var9 + var1 * var10 >> 16;
var3 = var3 * var10 - var1 * var9 >> 16;
var1 = var11;
var11 = var6 * var8 - var3 * var7 >> 16;
var3 = var6 * var7 + var3 * var8 >> 16;
return var3 >= 50 && var3 <= 3500 ? new int[] { Rasterizer.centerX + (var1 << Client.log_view_dist) / var3, Rasterizer.centerY + (var11 << Client.log_view_dist) / var3, var3, Rasterizer.centerX + (var1 / 2 << Client.log_view_dist) / var3, Rasterizer.centerY + (var11 / 2 << Client.log_view_dist) / var3, Rasterizer.centerX + (var1 / 2 << Client.log_view_dist) / var3, Rasterizer.centerY + (var11 / 2 << Client.log_view_dist) / var3 }
: new int[] { 0, 0, 0, 0, 0, 0, 0 };
} else {
return new int[] { 0, 0, 0, 0, 0, 0, 0 };
}
}
And look particles scale to your client size!
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P.S please use your client width instead of fixed numbers like 2^9 and 2^10