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Might as well allow gl_affinemodels to affect the viewmodel as well...
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@ -222,7 +222,11 @@ R_DrawViewModel (void)
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// hack the depth range to prevent view model from poking into walls
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// hack the depth range to prevent view model from poking into walls
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qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
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qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
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if (gl_affinemodels->int_val)
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qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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R_DrawAliasModel (currententity, false);
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R_DrawAliasModel (currententity, false);
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if (gl_affinemodels->int_val)
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qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
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qfglDepthRange (gldepthmin, gldepthmax);
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qfglDepthRange (gldepthmin, gldepthmax);
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qfglColor3ubv (color_white);
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qfglColor3ubv (color_white);
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}
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}
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