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actually check that the entities match before returning the overridden beam
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1 changed files with 2 additions and 1 deletions
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@ -193,7 +193,8 @@ CL_AllocBeam (int ent)
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// override any beam with the same entity
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// override any beam with the same entity
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for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++)
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for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++)
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return b;
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if (b->entity == ent)
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return b;
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// find a free beam
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// find a free beam
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for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++)
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for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++)
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if (!b->model || b->endtime < cl.time)
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if (!b->model || b->endtime < cl.time)
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