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fix funny lump size when fogs are used.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4412 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 2 additions and 2 deletions
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@ -210,7 +210,7 @@ typedef struct q2mapsurface_s // used internally due to name len probs //ZOID
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typedef struct {
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char shader[MAX_QPATH];
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char shader[64];
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int brushNum;
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int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
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} dfog_t;
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@ -3927,7 +3927,7 @@ cmodel_t *CM_LoadMap (char *name, char *filein, qboolean clientload, unsigned *c
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loadmodel->textures[i]->shader = R_RegisterShader_Lightmap(loadmodel->textures[i]->name);
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}
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if (loadmodel->fromgame == fg_quake3)
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if (noerrors && loadmodel->fromgame == fg_quake3)
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{
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i = header.lumps[Q3LUMP_LIGHTMAPS].filelen / (loadmodel->lightmaps.width*loadmodel->lightmaps.height*3);
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loadmodel->lightmaps.deluxemapping = !(i&1);
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