fractalnoisequick(noise, EXPLOSIONGRID, 4);
for (i = 0;i < MAX_EXPLOSIONS;i++)
{
- if (explosion[i].alpha <= 0.0f)
+ if (explosion[i].alpha <= 0.01f)
{
explosion[i].starttime = cl.time;
explosion[i].time = explosion[i].starttime - 0.1;
frametime = cl.time - e->time;
e->time = cl.time;
e->alpha = EXPLOSIONFADESTART - (cl.time - e->starttime) * EXPLOSIONFADERATE;
+ if (e->alpha <= 0.01f)
+ {
+ e->alpha = -1;
+ return;
+ }
frictionscale = 1 - frametime;
frictionscale = bound(0, frictionscale, 1);
for (i = 0;i < EXPLOSIONVERTS;i++)