added nodraw2. exactly the same as nodraw except that q3map2 doesn't understand it. this allows it to be used with 'surfaceparm meshcollide' for solid invisible surfaces.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4684 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -797,6 +797,8 @@ static void Shader_SurfaceParm ( shader_t *shader, shaderpass_t *pass, char **pt
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token = Shader_ParseString ( ptr );
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if ( !Q_stricmp( token, "nodraw" ) )
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shader->flags |= SHADER_NODRAW;
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else if ( !Q_stricmp( token, "nodraw2" ) )
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shader->flags |= SHADER_NODRAW;
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else if ( !Q_stricmp( token, "nodlight" ) )
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shader->flags |= SHADER_NODLIGHT;
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}
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