-- [ Picked text/plain from multipart/alternative ] 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 -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders