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// renderparticles.cpp
#include "cube.h"
#import "DynamicEntity.h"
#import "Player.h"
#define MAXPARTICLES 10500
const int NUMPARTCUTOFF = 20;
struct particle {
OFVector3D o, d;
int fade, type;
int millis;
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up = u;
}
void
render_particles(int time)
{
if (demoplayback && demotracking)
newparticle(
player1.origin, OFMakeVector3D(0, 0, 0), 100000000, 8);
newparticle(Player.player1.origin, OFMakeVector3D(0, 0, 0),
100000000, 8);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
glDisable(GL_FOG);
struct parttype {
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