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engine: client: don't spawn particles if time is stopped
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@ -175,7 +175,7 @@ particle_t * GAME_EXPORT R_AllocParticle( void (*callback)( particle_t*, float )
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return NULL;
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return NULL;
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// never alloc particles when we not in game
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// never alloc particles when we not in game
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// if( tr.frametime == 0.0 ) return NULL;
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if( cl_clientframetime() == 0.0 ) return NULL;
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if( !cl_free_particles )
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if( !cl_free_particles )
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{
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{
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@ -226,7 +226,7 @@ particle_t *R_AllocTracer( const vec3_t org, const vec3_t vel, float life )
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return NULL;
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return NULL;
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// never alloc particles when we not in game
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// never alloc particles when we not in game
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//if( tr.frametime == 0.0 ) return NULL;
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if( cl_clientframetime() == 0.0 ) return NULL;
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if( !cl_free_particles )
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if( !cl_free_particles )
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{
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{
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