Move the call to R_ClearEnts to the renderer.

This fixes the hang on certain maps in qw-client.
This commit is contained in:
Bill Currie 2010-12-25 19:47:31 +09:00
parent e65d1a7ccf
commit 14480fd1b4
6 changed files with 3 additions and 7 deletions

View file

@ -404,7 +404,7 @@ void
R_SetupFrame (void)
{
R_AnimateLight ();
R_ClearEnts ();
r_framecount++;
Fog_SetupFrame ();

View file

@ -244,7 +244,7 @@ R_SetupFrame (void)
R_CheckVariables ();
R_AnimateLight ();
R_ClearEnts ();
r_framecount++;
numbtofpolys = 0;

View file

@ -240,7 +240,7 @@ R_SetupFrame (void)
R_CheckVariables ();
R_AnimateLight ();
R_ClearEnts ();
r_framecount++;
numbtofpolys = 0;

View file

@ -686,8 +686,6 @@ CL_ReadFromServer (void)
if (cl_shownet->int_val)
Sys_Printf ("\n");
R_ClearEnts ();
CL_RelinkEntities ();
CL_UpdateTEnts ();

View file

@ -1104,7 +1104,6 @@ CL_EmitEntities (void)
if (!cl.validsequence)
return;
R_ClearEnts ();
Skin_ClearTempSkins ();
CL_LinkPlayers ();

View file

@ -1161,7 +1161,6 @@ CL_SetState (cactive_t state)
// entering active state
VID_SetCaption (cls.servername->str);
IN_ClearStates ();
R_ClearEnts ();
r_active = true;
game_target = IMT_0;
key_dest = key_game;