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authorTim Angus <tim@ngus.net>2009-10-17 22:55:22 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:16:53 +0000
commit5b1dd9164916d59616d266bc520dc5b2a7801676 (patch)
treeda19c698ccd14fdbe5fddefeb54b408e163b4fa0
parentf9cf64c46fc88787c71508d412cc65a205d856ab (diff)
* (bug #3462) Trails with a fadeOutTime don't fade
-rw-r--r--src/cgame/cg_trails.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/cgame/cg_trails.c b/src/cgame/cg_trails.c
index f1fb0f5b..8ae33d7d 100644
--- a/src/cgame/cg_trails.c
+++ b/src/cgame/cg_trails.c
@@ -60,7 +60,7 @@ static void CG_CalculateBeamNodeProperties( trailBeam_t *tb )
if( ts->destroyTime > 0 && btb->fadeOutTime )
{
- fadeAlpha -= ( cg.time - ts->destroyTime ) / btb->fadeOutTime;
+ fadeAlpha -= (float)( cg.time - ts->destroyTime ) / btb->fadeOutTime;
if( fadeAlpha < 0.0f )
fadeAlpha = 0.0f;
@@ -559,7 +559,7 @@ static void CG_UpdateBeam( trailBeam_t *tb )
tb->lastEvalTime = cg.time;
// first make sure this beam has enough nodes
- if( ts->destroyTime <= 0 )
+ if( ts->destroyTime <= 0 || btb->fadeOutTime > 0 )
{
nodesToAdd = btb->numSegments - CG_CountBeamNodes( tb ) + 1;