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Allow decals to adhere to random s bias stuff too.
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@ -4954,6 +4954,9 @@ int PScript_RunParticleEffectState (vec3_t org, vec3_t dir, float count, int typ
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ctx.scale1 /= m;
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ctx.scale2 /= m;
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if (ptype->randsmax!=1)
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ctx.bias1 += ptype->texsstride * (rand()%ptype->randsmax);
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//inserts decals through a callback.
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Mod_ClipDecal(ctx.model, ctx.center, ctx.normal, ctx.tangent2, ctx.tangent1, m, ptype->surfflagmask, ptype->surfflagmatch, PScript_AddDecals, &ctx);
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#endif
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