fix: avoid division by zero from faulty model config files
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@@ -566,6 +566,7 @@ void particle_flash(int type, float scale, float angle, const vec &p)
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void particle_splash(int type, int num, int fade, const vec &p)
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{
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if(parttypes[type].type==PT_BLOOD && !blood) return;
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if(fade == 0) fade = 1;
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loopi(num)
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{
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const int radius = 150;
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