diff --git a/src/DETHRACE/common/spark.c b/src/DETHRACE/common/spark.c index 84e15150..8a9abac1 100644 --- a/src/DETHRACE/common/spark.c +++ b/src/DETHRACE/common/spark.c @@ -1833,21 +1833,17 @@ void DrawTheGlow(br_pixelmap* pRender_screen, br_pixelmap* pDepth_buffer, br_act tU32 seed; LOG_TRACE("(%p, %p, %p)", pRender_screen, pDepth_buffer, pCamera); - // FIXME: sometimes this function causes a segfault (most commonly when looking at a glow fairly close up and the camera swings away). Stubbing it out for now. - LOG_WARN_ONCE("DrawTheGlow is stubbed out"); - return; - - if (gColumn_flags) { + if (gColumn_flags != 0) { seed = rand(); srand(GetTotalTime()); for (i = 0; i < MAX_SMOKE_COLUMNS; i++) { if (((1u << i) & gColumn_flags) != 0 && gSmoke_column[i].colour <= 1) { - strength = 0.5; + strength = .5f; if (gSmoke_column[i].lifetime < 4000) { - strength = gSmoke_column[i].lifetime * 0.5 / 4000.0; + strength = gSmoke_column[i].lifetime * .5f / 4000.f; } - BrVector3Set(&tv, gSmoke_column[i].pos.v[0], gSmoke_column[i].pos.v[1] + 0.02, gSmoke_column[i].pos.v[2]); - SmokeCircle3D(&tv, 0.07, strength, SRandomBetween(0.5, 0.99000001), pRender_screen, pDepth_buffer, gAcid_shade_table, pCamera); + BrVector3Set(&tv, gSmoke_column[i].pos.v[0], gSmoke_column[i].pos.v[1] + .02f, gSmoke_column[i].pos.v[2]); + SmokeCircle3D(&tv, .07f, strength, SRandomBetween(.5f, .99f), pRender_screen, pDepth_buffer, gAcid_shade_table, pCamera); } } srand(seed);