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engine: client: use Host_IsQuakeCompatible instead of checking host.features bit
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@ -1106,9 +1106,7 @@ void GAME_EXPORT R_ParticleExplosion2( const vec3_t org, int colorStart, int col
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int colorMod = 0, packedColor;
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int colorMod = 0, packedColor;
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particle_t *p;
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particle_t *p;
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if( FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
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packedColor = Host_IsQuakeCompatible( ) ? 255 : 0; // use old code for blob particles
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packedColor = 255; // use old code for blob particles
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else packedColor = 0;
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for( i = 0; i < 512; i++ )
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for( i = 0; i < 512; i++ )
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{
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{
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@ -1141,9 +1139,7 @@ void GAME_EXPORT R_BlobExplosion( const vec3_t org )
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particle_t *p;
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particle_t *p;
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int i, j, packedColor;
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int i, j, packedColor;
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if( FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
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packedColor = Host_IsQuakeCompatible( ) ? 255 : 0; // use old code for blob particles
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packedColor = 255; // use old code for blob particles
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else packedColor = 0;
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for( i = 0; i < 1024; i++ )
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for( i = 0; i < 1024; i++ )
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{
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{
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