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PARTICLES: Support multiple trails/entity
When creating trails for an entity, the particle stores the 'last point' that the particle system was up to on the entity, so that in the next frame it knows where to spawn particles from the next time it is called. Particle trails in the QMB system can be multi-part, spawning two (or 3, or 4) different particles as the entity moves. In this case the 'last position' is based on the last trail-type generated, the results of any previous calculation are lost. This can cause the earlier parts of the system to generate too often. To accomodate this, we keep multiple trails per entity. Detected by pausing a demo during a rocket fight - if the rocket has moved just the right distance to spawn a particle from the first part of a multi-part trail but not the second, the second would reset the 'last trail position', and the paused game would keep spawning particles until the particle list was full. Believe this may have been the cause of SF#292
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