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Raise MAX_ENT_LEAFS from 16 to 32, fixes disappearing/flickering bmodels in some situations. In particular fixes an elevator in fort_driant-fullvis.bsp, and a grate (func_door) in jam1_ionous.bsp.
From what I understand, if an entity touches more than MAX_ENT_LEAFS, it will only be visible if the player happens to be standing in one of the first 'MAX_ENT_LEAFS' (so essentially random). See discussion of MAX_ENT_LEAFS here: http://celephais.net/board/view_thread.php?id=60310 For more detail (mh has an alternate fix, used in DirectQ/RMQEngine, haven't looked in to what he did): http://forums.inside3d.com/viewtopic.php?t=2376&postdays=0&postorder=asc&start=23 git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@967 af15c1b1-3010-417e-b628-4374ebc0bcbd
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@ -35,7 +35,7 @@ typedef union eval_s
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int edict;
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int edict;
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} eval_t;
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} eval_t;
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#define MAX_ENT_LEAFS 16
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#define MAX_ENT_LEAFS 32
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typedef struct edict_s
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typedef struct edict_s
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{
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{
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qboolean free;
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qboolean free;
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