float friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
float pressure; // if non-zero, apply pressure to other particles
int dynlight; // if set the particle will be dynamically lit (if cl_dynamicparticles is on), used for smoke and blood
- byte color[4];
+ qbyte color[4];
}
particle_t;
int i, j;
float f;
vec3_t v, end, ang;
- byte noise1[32*32], noise2[32*32];
+ qbyte noise1[32*32], noise2[32*32];
VectorClear(end); // hush MSVC
i = Mod_PointInLeaf(org, cl.worldmodel)->contents;