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engine: client: use generic particles code for blob particles (from tempentity code) only if Quake compatibility was enabled
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@ -1111,9 +1111,13 @@ R_ParticleExplosion2
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void GAME_EXPORT R_ParticleExplosion2( const vec3_t org, int colorStart, int colorLength )
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{
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int i, j;
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int colorMod = 0;
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int colorMod = 0, packedColor;
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particle_t *p;
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if( FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
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packedColor = 255; // use old code for blob particles
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else packedColor = 0;
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for( i = 0; i < 512; i++ )
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{
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p = R_AllocParticle( NULL );
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@ -1121,7 +1125,7 @@ void GAME_EXPORT R_ParticleExplosion2( const vec3_t org, int colorStart, int col
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p->die = cl.time + 0.3f;
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p->color = colorStart + ( colorMod % colorLength );
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p->packedColor = 255; // use old code for blob particles
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p->packedColor = packedColor;
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colorMod++;
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p->type = pt_blob;
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@ -1143,15 +1147,19 @@ R_BlobExplosion
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void GAME_EXPORT R_BlobExplosion( const vec3_t org )
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{
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particle_t *p;
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int i, j;
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int i, j, packedColor;
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if( FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
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packedColor = 255; // use old code for blob particles
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else packedColor = 0;
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for( i = 0; i < 1024; i++ )
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{
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p = R_AllocParticle( NULL );
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if( !p ) return;
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p->die = cl.time + COM_RandomFloat( 2.0f, 2.4f );
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p->packedColor = 255; // use old code for blob particles
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p->die = cl.time + COM_RandomFloat( 1.0f, 1.4f );
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p->packedColor = packedColor;
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if( i & 1 )
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{
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