command to automatically convert all suitable clip entities into tag clips
also: fix sparklies in heightfields
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@@ -258,7 +258,7 @@ static struct parttype { int type; float r, g, b; int gr, tex; float sz; } partt
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{ PT_FIREBALL, 1.0f, 0.5f, 0.5f, 0, 2, 7.0f }, // explosion fireball
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{ PT_SHOTLINE, 1.0f, 1.0f, 0.7f, 0, -1, 0.0f }, // yellow: shotline
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{ PT_BULLETHOLE, 1.0f, 1.0f, 1.0f, 0, 3, 0.3f }, // hole decal
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{ PT_STAIN, 0.5f, 0.0f, 0.0f, 0, 4, 0.6f }, // red: blood stain
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{ PT_DECAL, 1.0f, 1.0f, 1.0f, 0, 5, 1.5f }, // scorch decal
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{ PT_HUDFLASH, 1.0f, 1.0f, 1.0f, 0, 6, 0.7f }, // hudgun muzzle flash
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@@ -585,11 +585,12 @@ void particle_splash(int type, int num, int fade, const vec &p)
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void particle_cube(int type, int num, int fade, int x, int y)
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{
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sqr *s = S(x, y);
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const int fc = s->ceil - s->floor;
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const int fc = s->ceil - s->floor + (s->vdelta + 3) / 4;
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const float floor = s->floor - (s->type == FHF ? float(s->vdelta) / 4 : 0);
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if(SOLID(s) || fc < 1) return;
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loopi(num * fc / 3)
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{
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vec p(float(rnd(100)) / 100.0 + x, float(rnd(100)) / 100.0 + y, float(rnd(100) * fc) / 100 + s->floor), d(0, 0, 0);
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vec p(float(rnd(100)) / 100.0 + x, float(rnd(100)) / 100.0 + y, float(rnd(100) * fc) / 100 + floor), d(0, 0, 0);
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newparticle(p, d, rnd(fade*3), type);
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}
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}
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