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Fix noise index for not sine beams
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86dfaf9930
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@ -443,12 +443,11 @@ static void R_DrawSegs( vec3_t source, vec3_t delta, float width, float scale, f
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// Iterator to resample noise waveform (it needs to be generated in powers of 2)
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// Iterator to resample noise waveform (it needs to be generated in powers of 2)
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noiseStep = (int)((float)( NOISE_DIVISIONS - 1 ) * div * 65536.0f );
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noiseStep = (int)((float)( NOISE_DIVISIONS - 1 ) * div * 65536.0f );
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noiseIndex = 0;
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if( FBitSet( flags, FBEAM_SINENOISE ))
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if( FBitSet( flags, FBEAM_SINENOISE ))
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{
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noiseIndex = 0;
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noiseIndex = 0;
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}
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else
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noiseIndex = noiseStep;
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brightness = 1.0f;
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brightness = 1.0f;
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@ -2029,4 +2028,4 @@ void CL_ReadLineFile_f( void )
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if( count ) Con_Printf( "%i lines read\n", count );
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if( count ) Con_Printf( "%i lines read\n", count );
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else Con_Printf( "map %s has no leaks!\n", clgame.mapname );
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else Con_Printf( "map %s has no leaks!\n", clgame.mapname );
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}
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}
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@ -66,7 +66,7 @@ int __stdcall WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR cmdLine, int n
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int main( int argc, char** argv )
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int main( int argc, char** argv )
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{
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{
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char gamedir_buf[32] = "";
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char gamedir_buf[32] = "";
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const char *gamedir = getenv("XASH3D_GAMEDIR");
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const char *gamedir = getenv( "XASH3D_GAMEDIR" );
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if( !gamedir )
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if( !gamedir )
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{
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{
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