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Various particle bug fixes
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@@ -942,7 +942,6 @@ void CElementGen::Render()
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void CElementGen::RenderModels()
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{
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return;
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CGenDescription* desc = x1c_genDesc.GetObj();
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if (x26d_26_modelsUseLights)
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@@ -1456,7 +1455,6 @@ void CElementGen::RenderParticles()
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}
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float size = 0.5f * particle.x2c_lineLengthOrSize;
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size = 0.5f;
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if (0.f == particle.x30_lineWidthOrRota)
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{
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switch (m_shaderClass)
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@@ -1494,7 +1492,7 @@ void CElementGen::RenderParticles()
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{
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float theta = zeus::degToRad(particle.x30_lineWidthOrRota);
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float sinT = std::sin(theta) * size;
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float cosT = sinf(theta) * size;
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float cosT = std::cos(theta) * size;
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switch (m_shaderClass)
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{
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@@ -1620,7 +1618,7 @@ void CElementGen::RenderParticles()
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{
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float theta = zeus::degToRad(particle.x30_lineWidthOrRota);
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float sinT = std::sin(theta) * size;
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float cosT = sinf(theta) * size;
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float cosT = std::cos(theta) * size;
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for (int i=0 ; i<mbspVal ; ++i)
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{
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