fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
for (i = 0, e = explosion;i < MAX_EXPLOSIONS;i++, e++)
{
- if (cl.time >= e->endtime)
+ if (!e->alpha)
{
e->starttime = cl.time;
e->endtime = cl.time + cl_explosions_lifetime.value;
frametime = cl.time - e->time;
e->time = cl.time;
e->alpha = e->alpha - (e->fade * frametime);
+ if (e->alpha < 0 || cl.time > e->endtime)
+ {
+ e->alpha = 0;
+ return;
+ }
for (i = 0;i < EXPLOSIONVERTS;i++)
{
if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
{
int i;
for (i = 0;i < MAX_EXPLOSIONS;i++)
- if (cl.time < explosion[i].endtime)
+ if (explosion[i].alpha)
R_MoveExplosion(&explosion[i]);
}
if (!r_drawexplosions.integer)
return;
for (i = 0;i < MAX_EXPLOSIONS;i++)
- if (r_refdef.time < explosion[i].endtime)
+ if (explosion[i].alpha)
R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
}