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Update entity origin and angles even when invisible.
This fixes the broken intermissions. There might be a better fix, but this will do for now because the one alternative solution (getting V_CalcIntermissionRefdef to poke directly at entity states) is not something I particularly want to do.
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1 changed files with 8 additions and 1 deletions
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@ -292,6 +292,7 @@ CL_RelinkEntities (void)
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entity_state_t *new, *old;
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float bobjrotate, frac, f, d;
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int i, j;
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int entvalid;
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vec3_t delta;
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r_data->player_entity = &cl_entities[cl.viewentity];
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@ -324,7 +325,13 @@ CL_RelinkEntities (void)
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old = &nq_entstates.frame[1 - cl.mindex][i];
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ent = &cl_entities[i];
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// if the object wasn't included in the last packet, remove it
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if (cl_msgtime[i] != cl.mtime[0] || !new->modelindex) {
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entvalid = cl_msgtime[i] == cl.mtime[0];
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if (entvalid && !new->modelindex) {
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VectorCopy (new->origin, ent->origin);
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VectorCopy (new->angles, ent->angles);
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entvalid = 0;
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}
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if (!entvalid) {
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ent->model = NULL;
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ent->pose1 = ent->pose2 = -1;
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if (ent->efrag)
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