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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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