void r_explosion_start(void)
{
int x, y;
- byte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
+ qbyte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
explosiontexturepool = R_AllocTexturePool();
fractalnoise(&noise1[0][0], 128, 32);
fractalnoise(&noise2[0][0], 128, 4);
{
int i, j;
float dist;
- byte noise[EXPLOSIONGRID*EXPLOSIONGRID];
+ qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID];
fractalnoisequick(noise, EXPLOSIONGRID, 4);
for (i = 0;i < MAX_EXPLOSIONS;i++)
{
- if (explosion[i].alpha <= 0.0f)
+ if (explosion[i].alpha <= 0.01f)
{
explosion[i].starttime = cl.time;
explosion[i].time = explosion[i].starttime - 0.1;
frametime = cl.time - e->time;
e->time = cl.time;
e->alpha = EXPLOSIONFADESTART - (cl.time - e->starttime) * EXPLOSIONFADERATE;
+ if (e->alpha <= 0.01f)
+ {
+ e->alpha = -1;
+ return;
+ }
frictionscale = 1 - frametime;
frictionscale = bound(0, frictionscale, 1);
for (i = 0;i < EXPLOSIONVERTS;i++)