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Shadow/blood fade and scale fix
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@ -1516,11 +1516,11 @@ CShadows::UpdatePermanentShadows(void)
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aPermanentShadows[i].m_nType = SHADOWTYPE_NONE;
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else
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{
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if ( timePassed >= (aPermanentShadows[i].m_nLifeTime*(1-(1/4))) )
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if ( timePassed >= (aPermanentShadows[i].m_nLifeTime * 3 / 4) )
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{
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// timePassed == 0 -> 4
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// timePassed == aPermanentShadows[i].m_nLifeTime -> 0
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float fMult = 1.0f - (timePassed - (aPermanentShadows[i].m_nLifeTime*(1-(1/4)))) / (aPermanentShadows[i].m_nLifeTime / 4);
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float fMult = 1.0f - float(timePassed - (aPermanentShadows[i].m_nLifeTime * 3 / 4)) / (aPermanentShadows[i].m_nLifeTime / 4);
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StoreStaticShadow((uint32)&aPermanentShadows[i],
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aPermanentShadows[i].m_nType,
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