option to use curve point weights to influence particle effectors.
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@@ -1760,7 +1760,7 @@ static void ob_parcurve(Scene *scene, Object *ob, Object *par, float mat[][4])
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/* vec: 4 items! */
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if( where_on_path(par, ctime, vec, dir, NULL, &radius) ) {
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if( where_on_path(par, ctime, vec, dir, NULL, &radius, NULL) ) {
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if(cu->flag & CU_FOLLOW) {
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vec_to_quat( quat,dir, ob->trackflag, ob->upflag);
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