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Fix the shineyness, so it actually fully matches q3.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1396 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -1074,12 +1074,16 @@ void RB_CalcEnvironmentTexCoords( float *st )
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vec3_t viewer, reflected;
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float d;
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vec3_t rorg;
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v = vertexArray[0];
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normal = normalsArray[0];
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RotateLightVector(currententity->axis, currententity->origin, r_origin, rorg);
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for (i = 0 ; i < numVerts ; i++, v += 3, normal += 3, st += 2 )
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{
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VectorSubtract (r_origin, v, viewer);
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VectorSubtract (rorg, v, viewer);
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VectorNormalizeFast (viewer);
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d = DotProduct (normal, viewer);
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