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- 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.
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1 changed files with 2 additions and 2 deletions
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@ -814,7 +814,7 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
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// Create the inner trail.
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// Create the inner trail.
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if (color2 != -1 && r_rail_trailsparsity > 0 && spawnclass == NULL)
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if (color2 != -1 && r_rail_trailsparsity > 0 && spawnclass == NULL)
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{
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{
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double stepsize = 3 * r_rail_spiralsparsity * sparsity;
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double stepsize = 3 * r_rail_trailsparsity * sparsity;
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int trail_steps = xs_FloorToInt(steps * r_rail_trailsparsity / sparsity);
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int trail_steps = xs_FloorToInt(steps * r_rail_trailsparsity / sparsity);
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color2 = color2 == 0 ? -1 : ParticleColor(color2);
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color2 = color2 == 0 ? -1 : ParticleColor(color2);
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@ -891,7 +891,7 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
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if (sparsity < 1)
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if (sparsity < 1)
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sparsity = 32;
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sparsity = 32;
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double stepsize = 3 * r_rail_spiralsparsity * sparsity;
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double stepsize = sparsity;
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int trail_steps = (int)((steps * 3) / sparsity);
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int trail_steps = (int)((steps * 3) / sparsity);
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DVector3 diff(0, 0, 0);
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DVector3 diff(0, 0, 0);
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