int i, j;
float dist;
byte noise[EXPLOSIONGRID*EXPLOSIONGRID];
- fractalnoise(noise, EXPLOSIONGRID, 4);
+ fractalnoisequick(noise, EXPLOSIONGRID, 4);
for (i = 0;i < MAX_EXPLOSIONS;i++)
{
if (explosion[i].alpha <= 0.0f)
}
VectorRandom(v);
VectorMA(org, EXPLOSIONGASSTARTRADIUS, v, v);
- TraceLine(org, v, explosiongas[i].origin, NULL, 0);
+ TraceLine(org, v, explosiongas[i].origin, NULL, 0, true);
VectorRandom(v);
VectorScale(v, EXPLOSIONGASSTARTVELOCITY, explosiongas[i].velocity);
explosiongas[i].pressure = j * GASDENSITY_SCALER;
VectorMA(e->vert[i], frametime, e->vertvel[i], end);
if (r_explosionclip.integer)
{
- if (TraceLine(e->vert[i], end, impact, normal, 0) < 1)
+ if (TraceLine(e->vert[i], end, impact, normal, 0, true) < 1)
{
// clip velocity against the wall
dot = DotProduct(e->vertvel[i], normal) * -1.125f;
{
float f, dot;
vec3_t impact, normal;
- f = TraceLine(e->origin, end, impact, normal, 0);
+ f = TraceLine(e->origin, end, impact, normal, 0, true);
VectorCopy(impact, e->origin);
if (f < 1)
{