fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
for (i = 0, e = explosion;i < MAX_EXPLOSIONS;i++, e++)
{
- if (e->alpha <= cl_explosions_alpha_end.value)
+ if (cl.time >= e->endtime)
{
e->starttime = cl.time;
e->endtime = cl.time + cl_explosions_lifetime.value;
void R_MoveExplosions(void)
{
int i;
- float frametime;
-
- frametime = cl.time - cl.oldtime;
-
for (i = 0;i < MAX_EXPLOSIONS;i++)
if (cl.time < explosion[i].endtime)
R_MoveExplosion(&explosion[i]);