slightly more generous decal offset to reliably prevent z-fighting
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6877 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -615,7 +615,7 @@ bool addbullethole(dynent *d, const vec &from, const vec &to, float radius, bool
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if(surface.iszero() || (radius>0 && (dist < mag-radius || dist > mag+radius))) return false;
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vec o(from);
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o.add(ray.mul(dist));
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o.add(vec(surface).mul(0.005f));
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o.add(vec(surface).normalize().mul(0.01f));
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newparticle(o, surface, bulletholettl, 7);
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if(noisy && bulletbouncesound && bulletbouncesoundrad && d!=player1 && o.dist(camera1->o) <= bulletbouncesoundrad)
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{
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@@ -632,7 +632,7 @@ bool addscorchmark(vec &o, float radius)
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if(!scorchttl || !scorch) return false;
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sqr *s = S((int)o.x, (int)o.y);
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if(s->type!=SPACE || o.z-s->floor>radius) return false;
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newparticle(vec(o.x, o.y, s->floor+0.005f), vec(0, 0, 1), scorchttl, 9);
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newparticle(vec(o.x, o.y, s->floor+0.02f), vec(0, 0, 1), scorchttl, 9);
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return true;
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}
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