continue;
if ((info->flags & PARTICLEEFFECT_NOTUNDERWATER) && underwater)
continue;
+
+ // if trailspacing is set, only ever use this effect as trail
if (info->trailspacing > 0 && !istrail)
continue;
{
float cnt = info->countabsolute;
cnt += (pcount * info->countmultiplier) * cl_particles_quality.value;
- cnt += (traillen / info->trailspacing) * cl_particles_quality.value;
+ if (info->trailspacing > 0)
+ cnt += (traillen / info->trailspacing) * cl_particles_quality.value;
cnt *= fade;
info->particleaccumulator += cnt;
trailstep = traillen / cnt;