extern float usermousesensitivity;
extern bool ismotionblur;
extern bool showdamagebar; // (des)activate the damage bar
-extern bool decals;
+extern bool decalstoggle;
extern bool skyboxtexture;
extern float skyboxr;
extern float skyboxg;
}
if (!stealthloading) {
- terrain.numdecals = 0;
+ terrain.decals.clear();
Sprite::deleteSprites();
for (int i = 0; i < subdivision; i++) {
Person::players[i]->skeleton.free &&
Person::players[i]->skeleton.longdead > 1000) {
Person::players[k]->animTarget = killanim;
- //TODO: refactor this out, what does it do?
- for (int j = 0; j < terrain.numdecals; j++) {
- if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
- terrain.decalalivetime[j] < 2)
- terrain.DeleteDecal(j);
- }
+ terrain.deleteDeadDecals();
for (unsigned int l = 0; l < Object::objects.size(); l++) {
if (Object::objects[l]->model.type == decalstype)
for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
Person::players[i]->skeleton.free) &&
(!Person::players[i]->dead || musictype != stream_fighttheme)) {
Person::players[k]->animTarget = dropkickanim;
- for (int j = 0; j < terrain.numdecals; j++) {
- if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
- terrain.decalalivetime[j] < 2) {
- terrain.DeleteDecal(j);
- }
- }
+ terrain.deleteDeadDecals();
for (unsigned int l = 0; l < Object::objects.size(); l++) {
if (Object::objects[l]->model.type == decalstype)
for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {