From c1e64fa5760b7702210253b4e6152a14eb67a647 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 19 May 2017 12:03:20 +0200 Subject: [PATCH] - fixed: The rail trail should use r_trail_sparsity, not r_spiral_sparsity. - fixed: Spawning actors on the rail trail must ignore the sparsity CVARs completely. --- src/p_effect.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/p_effect.cpp b/src/p_effect.cpp index 81a1bc5d6..7163b7548 100644 --- a/src/p_effect.cpp +++ b/src/p_effect.cpp @@ -814,7 +814,7 @@ void P_DrawRailTrail(AActor *source, TArray &portalhits, int color1, // Create the inner trail. if (color2 != -1 && r_rail_trailsparsity > 0 && spawnclass == NULL) { - double stepsize = 3 * r_rail_spiralsparsity * sparsity; + double stepsize = 3 * r_rail_trailsparsity * sparsity; int trail_steps = xs_FloorToInt(steps * r_rail_trailsparsity / sparsity); color2 = color2 == 0 ? -1 : ParticleColor(color2); @@ -891,7 +891,7 @@ void P_DrawRailTrail(AActor *source, TArray &portalhits, int color1, if (sparsity < 1) sparsity = 32; - double stepsize = 3 * r_rail_spiralsparsity * sparsity; + double stepsize = sparsity; int trail_steps = (int)((steps * 3) / sparsity); DVector3 diff(0, 0, 0);