Fix blob shadows/itemtimers from corrupting other trisoup
by not flushing. ok'd eukara@ Spoike@ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5823 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -3050,6 +3050,9 @@ void R_AddItemTimer(vec3_t shadoworg, float yaw, float radius, float percent, ve
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ctx.scale[2] = 1/radius;
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ctx.scale[0] = 0;//.5/radius;
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if (R2D_Flush)
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R2D_Flush();
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/*reuse the previous trigroup if its the same shader*/
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if (cl_numstris && cl_stris[cl_numstris-1].shader == s && cl_stris[cl_numstris-1].flags == (BEF_NODLIGHT|BEF_NOSHADOWS))
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t = &cl_stris[cl_numstris-1];
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@ -3126,6 +3129,9 @@ void CLQ1_AddShadow(entity_t *ent)
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ctx.scale[2] = 1/radius;
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ctx.scale[0] = 0.5/radius;
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if (R2D_Flush)
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R2D_Flush();
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/*reuse the previous trigroup if its the same shader*/
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if (cl_numstris && cl_stris[cl_numstris-1].shader == s && cl_stris[cl_numstris-1].flags == (BEF_NODLIGHT|BEF_NOSHADOWS))
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t = &cl_stris[cl_numstris-1];
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