vel[1] = dir[1] + lhrandom(-16, 16);
vel[2] = dir[2] + lhrandom(-32, 32);
k = particlepalette[colorbase + (rand()&3)];
- particle(pt_snow, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 2, 2, 255, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2], 0, 0);
+ particle(pt_snow, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2], 0, 0);
}
break;
default:
static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
-static cvar_t r_particles_lighting = {0, "r_particles_lighting", "1"};
+static cvar_t r_particles_lighting = {0, "r_particles_lighting", "0"};
static qbyte shadebubble(float dx, float dy, vec3_t light)
{