Change mach64 test to only happen at particle system inits, rather than testing for every individual particle injection.
Mach64 now gets id particle effects. Disabling the majority of effects isn't the best method, IMO.
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@ -86,8 +86,6 @@ particle_new (ptype_t type, int texnum, const vec3_t org, float scale,
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return NULL;
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}
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*/
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if(gl_feature_mach64 && type == pt_smokecloud && texnum == part_tex_smoke )
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return;
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part = &particles[numparticles++];
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@ -133,8 +131,11 @@ R_InitParticles (void)
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if (r_maxparticles && r_init) {
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if (vaelements > 3)
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pVAsize = min (vaelements - (vaelements % 4), r_maxparticles * 4);
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else
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else if (vaelements >= 0)
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pVAsize = r_maxparticles * 4;
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else
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pVAsize = 0;
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if (pVAsize) {
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Con_Printf ("Particles: %i maximum vertex elements.\n", pVAsize);
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if (particleVertexArray)
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@ -148,6 +149,9 @@ R_InitParticles (void)
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pVAindices = (int *) calloc (pVAsize, sizeof (int));
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for (i = 0; i < pVAsize; i++)
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pVAindices[i] = i;
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} else {
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Con_Printf ("Particles: Vertex Array use disabled.\n");
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}
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} else {
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if (particleVertexArray) {
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free (particleVertexArray);
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@ -1534,7 +1538,7 @@ R_DrawParticles (void)
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void
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r_easter_eggs_f (cvar_t *var)
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{
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if (easter_eggs) {
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if (easter_eggs && !gl_feature_mach64) {
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if (easter_eggs->int_val) {
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R_ParticleExplosion = R_ParticleExplosion_EE;
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R_TeleportSplash = R_TeleportSplash_EE;
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@ -1560,7 +1564,7 @@ void
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r_particles_style_f (cvar_t *var)
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{
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if (r_particles_style) {
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if (r_particles_style->int_val) {
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if (r_particles_style->int_val && !gl_feature_mach64) {
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R_BlobExplosion = R_BlobExplosion_QF;
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R_ParticleExplosion = R_ParticleExplosion_QF;
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R_ParticleExplosion2 = R_ParticleExplosion2_QF;
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