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mirrored ents angled correctly.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@545 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -1411,6 +1411,8 @@ void R_MirrorAddPlayerModels (void)
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ent->angles[YAW] = r_refdef.viewangles[YAW];
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ent->angles[YAW] = r_refdef.viewangles[YAW];
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// ent->angles[ROLL] = 0;
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// ent->angles[ROLL] = 0;
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ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4;
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ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4;
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AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
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VectorInverse(ent->axis[1]);
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// only predict half the move to minimize overruns
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// only predict half the move to minimize overruns
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msec = 500*(playertime - state->state_time);
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msec = 500*(playertime - state->state_time);
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@ -1492,6 +1494,7 @@ void R_Mirror (void)
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glDepthFunc (GL_LEQUAL);
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glDepthFunc (GL_LEQUAL);
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R_RenderScene ();
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R_RenderScene ();
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GLR_DrawWaterSurfaces ();
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GLR_DrawWaterSurfaces ();
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