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Clean up getting pshadowMap in Rend2's R_DecomposeSort().
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@ -1868,7 +1868,7 @@ void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
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*fogNum = ( sort >> QSORT_FOGNUM_SHIFT ) & 31;
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*fogNum = ( sort >> QSORT_FOGNUM_SHIFT ) & 31;
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*shader = tr.sortedShaders[ ( sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1) ];
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*shader = tr.sortedShaders[ ( sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1) ];
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*entityNum = ( sort >> QSORT_REFENTITYNUM_SHIFT ) & REFENTITYNUM_MASK;
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*entityNum = ( sort >> QSORT_REFENTITYNUM_SHIFT ) & REFENTITYNUM_MASK;
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*pshadowMap = (sort & 2) >> 1;
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*pshadowMap = (sort >> QSORT_PSHADOW_SHIFT ) & 1;
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*dlightMap = sort & 1;
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*dlightMap = sort & 1;
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}
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}
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