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medical: Redo div by zero fix
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i think this should make it more consistent with the code?
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dastrukar authored and caligari87 committed Nov 30, 2023
1 parent 1d406c2 commit 83fbf1a
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions medical/module/medical_wound.zsc
Original file line number Diff line number Diff line change
Expand Up @@ -247,7 +247,6 @@ extend class UaS_Wound {
location.y * bleeder.height);
vector3 interpvel = level.Vec3Diff(oldpos, off);
double avgsize = (width + depth) / 2.0;
float bludalpha = (width > 0.)? (depth / width) : 0;

// Spawn a wound particle;
if (depth >= 8) { BP.Texture = TexMan.CheckForTexture ("BLUDC0"); }
Expand All @@ -262,7 +261,8 @@ extend class UaS_Wound {
BP.Flags = SPF_REPLACE;
BP.FadeStep = 0;
BP.Style = STYLE_Normal;
BP.StartAlpha = min(1, max(bludalpha, 0.3));
if (width > 0.) { BP.StartAlpha = min(1, max((depth / width), 0.3)); }
else { BP.StartAlpha = 0.3; }
level.SpawnParticle(BP);

// Do appearing and drops running down body
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