From 5b1dd9164916d59616d266bc520dc5b2a7801676 Mon Sep 17 00:00:00 2001 From: Tim Angus Date: Sat, 17 Oct 2009 22:55:22 +0000 Subject: * (bug #3462) Trails with a fadeOutTime don't fade --- src/cgame/cg_trails.c | 4 ++-- 1 file 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; -- cgit