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Can anyone confirm if Im right or missing something?
cl_dll/particlemgr.cpp
---
void CParticleEffectBinding::DoBucketSort(...
{
...
// Add it to the appropriate bucket.
float flPercent = (zCoords[iCurParticle]
- minZ) / ( maxZ - minZ ) );
---
Guaranteed div/0 error if the particle z depth == 1.0f
Easily fixed (already done it in mine), but I see the SDK still hasnt
changed. Am I just missing a less obvious but superior solution? I
do not consider just making all my z ranges >1.0f a proper fix.
-V
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