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- fixed: Particles should disappear if their alpha goes below zero.
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6f50708651
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2 changed files with 1 additions and 6 deletions
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@ -272,7 +272,7 @@ void P_ThinkParticles ()
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auto oldtrans = particle->alpha;
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auto oldtrans = particle->alpha;
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particle->alpha -= particle->fadestep;
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particle->alpha -= particle->fadestep;
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particle->size += particle->sizestep;
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particle->size += particle->sizestep;
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if (oldtrans < particle->alpha || --particle->ttl <= 0 || (particle->size <= 0))
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if (particle->alpha <= 0 || oldtrans < particle->alpha || --particle->ttl <= 0 || (particle->size <= 0))
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{ // The particle has expired, so free it
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{ // The particle has expired, so free it
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memset (particle, 0, sizeof(particle_t));
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memset (particle, 0, sizeof(particle_t));
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if (prev)
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if (prev)
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@ -820,11 +820,6 @@ bool P_CheckSight (AActor *t1, AActor *t2, int flags)
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return false;
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return false;
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}
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}
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if (t2->player)
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{
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int a = 0;
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}
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const sector_t *s1 = t1->Sector;
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const sector_t *s1 = t1->Sector;
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const sector_t *s2 = t2->Sector;
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const sector_t *s2 = t2->Sector;
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int pnum = int(s1 - sectors) * numsectors + int(s2 - sectors);
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int pnum = int(s1 - sectors) * numsectors + int(s2 - sectors);
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