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Fix bad texture coord clamping on mdl export.
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@ -5260,7 +5260,7 @@ static bool writemdl(const char *filename, bool md16)
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s -= 0.5; //glquake has some annoying half-texel offset thing.
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t -= 0.5;
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s = bound(0, s, skinwidth);
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t = bound(0, t, skinwidth);
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t = bound(0, t, skinheight);
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f->putlil((uint)(0?32:0)); //onseam. no verts are ever onseam for us, as we don't do that nonsense here.
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f->putlil((int)s); //mdl texcoords are ints, in texels. which sucks, but what can you do...
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f->putlil((int)t);
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