use a more sane default value with beam textures which fixes the look of the spikeset railtrail for TF nails/Q2 railgun
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2127 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -416,6 +416,7 @@ void P_ParticleEffect_f(void)
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skytris_t *st;
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skytris_t *st;
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qboolean settype = false;
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qboolean settype = false;
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qboolean setalphadelta = false;
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qboolean setalphadelta = false;
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qboolean setbeamlen = false;
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part_type_t *ptype;
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part_type_t *ptype;
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int pnum, assoc;
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int pnum, assoc;
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@ -527,6 +528,7 @@ void P_ParticleEffect_f(void)
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else if (!strcmp(var, "beamtexstep"))
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else if (!strcmp(var, "beamtexstep"))
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{
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{
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ptype->rotationstartmin = 1/atof(value);
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ptype->rotationstartmin = 1/atof(value);
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setbeamlen = true;
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}
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}
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else if (!strcmp(var, "beamtexspeed"))
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else if (!strcmp(var, "beamtexspeed"))
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{
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{
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@ -974,6 +976,9 @@ void P_ParticleEffect_f(void)
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}
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}
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}
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}
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if (ptype->type == PT_BEAM && !setbeamlen)
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ptype->rotationstartmin = 1/128.0;
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// use old behavior if not using alphadelta
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// use old behavior if not using alphadelta
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if (!setalphadelta)
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if (!setalphadelta)
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ptype->alphachange = (-ptype->alphachange / ptype->die) * ptype->alpha;
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ptype->alphachange = (-ptype->alphachange / ptype->die) * ptype->alpha;
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