.float glow_color; // palette index
void Draw_Rain()
{
- te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, self.count * drawframetime, self.glow_color);
+ te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
}
void Draw_Snow()
{
- te_particlesnow(self.origin + self.mins, self.origin + self.maxs, self.velocity, self.count * drawframetime, self.glow_color);
+ te_particlesnow(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
}
void Ent_RainOrSnow()