static void r_explosion_start(void)
{
int x, y;
- qbyte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
+ unsigned char 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);
float dist, n;
explosion_t *e;
trace_t trace;
- qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID];
+ unsigned char noise[EXPLOSIONGRID*EXPLOSIONGRID];
fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
for (i = 0, e = explosion;i < MAX_EXPLOSIONS;i++, e++)
{