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[nq] Relink entities when there model changes
This is the fix for the grenade explosion bug. It was rather difficult to track down because *two* explosions are rendered for the one grenade (but that's actually another bug due to the nq/qw merge). It's also correct as changing the model can change the BSP leafs the entity touches.
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@ -242,6 +242,9 @@ CL_RelinkEntities (void)
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|| new->modelindex != old->modelindex) {
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old->modelindex = new->modelindex;
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set_entity_model (i, new->modelindex);
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if (visibility->efrag) {
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R_RemoveEfrags (ent);
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}
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}
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animation->frame = new->frame;
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if (SET_TEST_MEMBER (&cl_forcelink, i)
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