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https://git.code.sf.net/p/quake/newtree
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turns out gl_refrag.c just isn't really needed
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2 changed files with 1 additions and 260 deletions
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@ -236,7 +236,7 @@ qf_client_x11_DEPENDENCIES=libqfsys_cl.a libqfsnd.a libqfcd.a libqfjs.a
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# ... Common stuff
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#
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ogl_SOURCES= fractalnoise.c gl_draw.c gl_dyn_fires.c gl_dyn_part.c \
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gl_dyn_textures.c gl_mesh.c gl_ngraph.c gl_refrag.c \
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gl_dyn_textures.c gl_mesh.c gl_ngraph.c r_efrag.c \
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gl_rlight.c gl_rmain.c gl_rmisc.c gl_rsurf.c gl_screen.c \
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gl_sky.c gl_sky_clip.c gl_trans.c gl_view.c gl_warp.c \
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gl_model_alias.c gl_model_brush.c gl_model_fullbright.c \
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@ -1,259 +0,0 @@
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/*
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gl_refrag.c
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "sys.h"
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#include "qargs.h"
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#include "bothdefs.h" // needed by: common.h, net.h,
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// client.h
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#include "d_iface.h"
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#include "bspfile.h" // needed by: glquake.h
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#include "vid.h"
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#include "sys.h"
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#include "mathlib.h" // needed by: protocol.h, render.h,
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// client.h,
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// modelgen.h, glmodel.h
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#include "wad.h"
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#include "draw.h"
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#include "cvar.h"
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#include "menu.h"
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#include "net.h" // needed by: client.h
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#include "protocol.h" // needed by: client.h
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#include "cmd.h"
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#include "sbar.h"
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#include "render.h" // needed by: client.h, gl_model.h,
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// glquake.h
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#include "client.h" // need cls in this file
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#include "model.h" // needed by: glquake.h
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#include "console.h"
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#include "glquake.h"
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#include "quakefs.h"
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#include "cl_main.h"
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mnode_t *r_pefragtopnode;
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//===========================================================================
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/*
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===============================================================================
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ENTITY FRAGMENT FUNCTIONS
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===============================================================================
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*/
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efrag_t **lastlink;
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vec3_t r_emins, r_emaxs;
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entity_t *r_addent;
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/*
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================
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R_RemoveEfrags
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Call when removing an object from the world or moving it to another position
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================
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*/
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void
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R_RemoveEfrags (entity_t *ent)
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{
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efrag_t *ef, *old, *walk, **prev;
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ef = ent->efrag;
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while (ef) {
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prev = &ef->leaf->efrags;
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while (1) {
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walk = *prev;
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if (!walk)
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break;
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if (walk == ef) { // remove this fragment
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*prev = ef->leafnext;
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break;
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} else
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prev = &walk->leafnext;
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}
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old = ef;
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ef = ef->entnext;
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// put it on the free list
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old->entnext = cl.free_efrags;
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cl.free_efrags = old;
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}
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ent->efrag = NULL;
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}
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/*
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===================
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R_SplitEntityOnNode
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===================
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*/
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void
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R_SplitEntityOnNode (mnode_t *node)
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{
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efrag_t *ef;
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mplane_t *splitplane;
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mleaf_t *leaf;
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int sides;
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if (node->contents == CONTENTS_SOLID) {
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return;
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}
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// add an efrag if the node is a leaf
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if (node->contents < 0) {
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if (!r_pefragtopnode)
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r_pefragtopnode = node;
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leaf = (mleaf_t *) node;
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// grab an efrag off the free list
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ef = cl.free_efrags;
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if (!ef) {
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Con_Printf ("Too many efrags!\n");
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return; // no free fragments...
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}
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cl.free_efrags = cl.free_efrags->entnext;
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ef->entity = r_addent;
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// add the entity link
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*lastlink = ef;
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lastlink = &ef->entnext;
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ef->entnext = NULL;
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// set the leaf links
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ef->leaf = leaf;
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ef->leafnext = leaf->efrags;
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leaf->efrags = ef;
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return;
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}
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// NODE_MIXED
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splitplane = node->plane;
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sides = BOX_ON_PLANE_SIDE (r_emins, r_emaxs, splitplane);
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if (sides == 3) {
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// split on this plane
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// if this is the first splitter of this bmodel, remember it
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if (!r_pefragtopnode)
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r_pefragtopnode = node;
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}
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// recurse down the contacted sides
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if (sides & 1)
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R_SplitEntityOnNode (node->children[0]);
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if (sides & 2)
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R_SplitEntityOnNode (node->children[1]);
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}
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/*
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===========
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R_AddEfrags
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===========
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*/
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void
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R_AddEfrags (entity_t *ent)
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{
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model_t *entmodel;
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int i;
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if (!ent->model)
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return;
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r_addent = ent;
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lastlink = &ent->efrag;
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r_pefragtopnode = NULL;
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entmodel = ent->model;
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for (i = 0; i < 3; i++) {
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r_emins[i] = ent->origin[i] + entmodel->mins[i];
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r_emaxs[i] = ent->origin[i] + entmodel->maxs[i];
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}
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R_SplitEntityOnNode (cl.worldmodel->nodes);
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ent->topnode = r_pefragtopnode;
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}
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/*
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================
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R_StoreEfrags
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// FIXME: a lot of this goes away with edge-based
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================
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*/
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void
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R_StoreEfrags (efrag_t **ppefrag)
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{
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entity_t *pent;
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model_t *clmodel;
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efrag_t *pefrag;
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while ((pefrag = *ppefrag) != NULL) {
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pent = pefrag->entity;
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clmodel = pent->model;
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switch (clmodel->type) {
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case mod_alias:
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case mod_brush:
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case mod_sprite:
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pent = pefrag->entity;
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if ((pent->visframe != r_framecount) &&
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(cl_numvisedicts < MAX_VISEDICTS)) {
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cl_visedicts[cl_numvisedicts++] = *pent;
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// mark that we've recorded this entity for this frame
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pent->visframe = r_framecount;
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}
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ppefrag = &pefrag->leafnext;
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break;
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default:
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Sys_Error ("R_StoreEfrags: Bad entity type %d\n",
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clmodel->type);
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}
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}
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}
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