minifix for particles
transparency works a bit better with existing transparent models
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6c0c291e44
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@ -1802,7 +1802,7 @@ void Renderer::renderUnits(const int renderFps, const int worldFrameCount) {
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}
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}
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else {
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else {
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_COLOR_MATERIAL);
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glAlphaFunc(GL_GREATER, 0.5f);
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glAlphaFunc(GL_GREATER, 0.4f);
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}
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}
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//render
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//render
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@ -1885,7 +1885,7 @@ void Renderer::renderUnits(const int renderFps, const int worldFrameCount) {
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}
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}
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else{
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else{
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_COLOR_MATERIAL);
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glAlphaFunc(GL_GREATER, 0.5f);
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glAlphaFunc(GL_GREATER, 0.4f);
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}
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}
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//render
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//render
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@ -2998,7 +2998,7 @@ void Renderer::renderUnitsFast(bool renderingShadows) {
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} else {
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} else {
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glPushAttrib(GL_ENABLE_BIT| GL_TEXTURE_BIT);
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glPushAttrib(GL_ENABLE_BIT| GL_TEXTURE_BIT);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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glAlphaFunc(GL_GREATER, 0.5f);
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glAlphaFunc(GL_GREATER, 0.4f);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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@ -3068,7 +3068,7 @@ void Renderer::renderUnitsFast(bool renderingShadows) {
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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} else {
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} else {
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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glAlphaFunc(GL_GREATER, 0.5f);
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glAlphaFunc(GL_GREATER, 0.4f);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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@ -504,7 +504,7 @@ void UnitParticleSystem::updateParticle(Particle *p){
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}
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}
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else
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else
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{
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{
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if(maxParticleEnergy>0)
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if(maxParticleEnergy>2)
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{
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{
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if(energyUp){
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if(energyUp){
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p->energy++;
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p->energy++;
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