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engine: client: cl_tent: more accurate R_FizzEffect
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@ -570,23 +570,21 @@ Create a fizz effect
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void GAME_EXPORT R_FizzEffect( cl_entity_t *pent, int modelIndex, int density )
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{
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TEMPENTITY *pTemp;
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int i, width, depth, count;
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int i, width, depth;
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float angle, maxHeight, speed;
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float xspeed, yspeed, zspeed;
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vec3_t origin;
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model_t *mod;
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if( !pent || pent->curstate.modelindex <= 0 )
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if( !pent || !pent->model || !modelIndex )
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return;
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if(( mod = CL_ModelHandle( pent->curstate.modelindex )) == NULL )
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if(( mod = CL_ModelHandle( modelIndex )) == NULL )
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return;
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count = density + 1;
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density = count * 3 + 6;
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maxHeight = mod->maxs[2] - mod->mins[2];
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width = mod->maxs[0] - mod->mins[0];
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depth = mod->maxs[1] - mod->mins[1];
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maxHeight = pent->model->maxs[2] - pent->model->mins[2];
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width = pent->model->maxs[0] - pent->model->mins[0];
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depth = pent->model->maxs[1] - pent->model->mins[1];
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speed = ( pent->curstate.rendercolor.r<<8 | pent->curstate.rendercolor.g );
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if( pent->curstate.rendercolor.b )
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@ -598,12 +596,12 @@ void GAME_EXPORT R_FizzEffect( cl_entity_t *pent, int modelIndex, int density )
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xspeed *= speed;
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yspeed *= speed;
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for( i = 0; i < count; i++ )
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for( i = 0; i <= density; i++ )
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{
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origin[0] = mod->mins[0] + COM_RandomLong( 0, width - 1 );
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origin[1] = mod->mins[1] + COM_RandomLong( 0, depth - 1 );
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origin[2] = mod->mins[2];
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pTemp = CL_TempEntAlloc( origin, CL_ModelHandle( modelIndex ));
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pTemp = CL_TempEntAlloc( origin, mod );
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if ( !pTemp ) return;
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