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https://github.com/yquake2/yquake2remaster.git
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gl3: make currententity local
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parent
46c654b379
commit
7576d2d300
5 changed files with 30 additions and 36 deletions
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@ -252,7 +252,7 @@ RecursiveLightPoint(mnode_t *node, vec3_t start, vec3_t end)
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}
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void
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GL3_LightPoint(vec3_t p, vec3_t color)
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GL3_LightPoint(entity_t *currententity, vec3_t p, vec3_t color)
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{
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vec3_t end;
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float r;
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@ -50,7 +50,6 @@ refdef_t gl3_newrefdef;
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viddef_t vid;
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gl3model_t *gl3_worldmodel;
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entity_t *currententity;
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float gl3depthmin=0.0f, gl3depthmax=1.0f;
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@ -851,7 +850,7 @@ GL3_DrawSpriteModel(entity_t *e, gl3model_t *currentmodel)
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}
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static void
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GL3_DrawNullModel(void)
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GL3_DrawNullModel(entity_t *currententity)
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{
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vec3_t shadelight;
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@ -861,7 +860,7 @@ GL3_DrawNullModel(void)
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}
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else
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{
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GL3_LightPoint(currententity->origin, shadelight);
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GL3_LightPoint(currententity, currententity->origin, shadelight);
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}
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hmm_mat4 origModelMat = gl3state.uni3DData.transModelMat4;
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@ -976,7 +975,7 @@ GL3_DrawEntitiesOnList(void)
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/* draw non-transparent first */
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for (i = 0; i < gl3_newrefdef.num_entities; i++)
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{
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currententity = &gl3_newrefdef.entities[i];
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entity_t *currententity = &gl3_newrefdef.entities[i];
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if (currententity->flags & RF_TRANSLUCENT)
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{
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@ -993,7 +992,7 @@ GL3_DrawEntitiesOnList(void)
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if (!currentmodel)
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{
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GL3_DrawNullModel();
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GL3_DrawNullModel(currententity);
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continue;
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}
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@ -1022,7 +1021,7 @@ GL3_DrawEntitiesOnList(void)
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for (i = 0; i < gl3_newrefdef.num_entities; i++)
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{
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currententity = &gl3_newrefdef.entities[i];
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entity_t *currententity = &gl3_newrefdef.entities[i];
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if (!(currententity->flags & RF_TRANSLUCENT))
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{
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@ -1039,7 +1038,7 @@ GL3_DrawEntitiesOnList(void)
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if (!currentmodel)
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{
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GL3_DrawNullModel();
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GL3_DrawNullModel(currententity);
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continue;
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}
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@ -1579,7 +1578,7 @@ GL3_GetSpecialBufferModeForStereoMode(enum stereo_modes stereo_mode) {
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#endif // 0
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static void
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GL3_SetLightLevel(void)
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GL3_SetLightLevel(entity_t *currententity)
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{
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vec3_t shadelight = {0};
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@ -1589,7 +1588,7 @@ GL3_SetLightLevel(void)
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}
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/* save off light value for server to look at */
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GL3_LightPoint(gl3_newrefdef.vieworg, shadelight);
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GL3_LightPoint(currententity, gl3_newrefdef.vieworg, shadelight);
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/* pick the greatest component, which should be the
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* same as the mono value returned by software */
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@ -1621,7 +1620,7 @@ static void
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GL3_RenderFrame(refdef_t *fd)
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{
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GL3_RenderView(fd);
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GL3_SetLightLevel();
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GL3_SetLightLevel(NULL);
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GL3_SetGL2D();
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if(v_blend[3] != 0.0f)
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@ -711,7 +711,7 @@ GL3_DrawAliasModel(entity_t *entity)
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}
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else
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{
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GL3_LightPoint(entity->origin, shadelight);
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GL3_LightPoint(entity, entity->origin, shadelight);
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/* player lighting hack for communication back to server */
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if (entity->flags & RF_WEAPONMODEL)
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@ -159,7 +159,7 @@ CullBox(vec3_t mins, vec3_t maxs)
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* Returns the proper texture for a given time and base texture
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*/
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static gl3image_t *
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TextureAnimation(mtexinfo_t *tex)
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TextureAnimation(entity_t *currententity, mtexinfo_t *tex)
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{
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int c;
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@ -337,14 +337,14 @@ UpdateLMscales(const hmm_vec4 lmScales[MAX_LIGHTMAPS_PER_SURFACE], gl3ShaderInfo
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}
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static void
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RenderBrushPoly(msurface_t *fa)
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RenderBrushPoly(entity_t *currententity, msurface_t *fa)
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{
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int map;
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gl3image_t *image;
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c_brush_polys++;
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image = TextureAnimation(fa->texinfo);
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image = TextureAnimation(currententity, fa->texinfo);
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if (fa->flags & SURF_DRAWTURB)
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{
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@ -449,7 +449,7 @@ GL3_DrawAlphaSurfaces(void)
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}
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static void
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DrawTextureChains(void)
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DrawTextureChains(entity_t *currententity)
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{
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int i;
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msurface_t *s;
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@ -476,7 +476,7 @@ DrawTextureChains(void)
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for ( ; s; s = s->texturechain)
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{
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SetLightFlags(s);
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RenderBrushPoly(s);
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RenderBrushPoly(currententity, s);
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}
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image->texturechain = NULL;
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@ -486,10 +486,10 @@ DrawTextureChains(void)
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}
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static void
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RenderLightmappedPoly(msurface_t *surf)
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RenderLightmappedPoly(entity_t *currententity, msurface_t *surf)
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{
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int map;
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gl3image_t *image = TextureAnimation(surf->texinfo);
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gl3image_t *image = TextureAnimation(currententity, surf->texinfo);
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hmm_vec4 lmScales[MAX_LIGHTMAPS_PER_SURFACE] = {0};
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lmScales[0] = HMM_Vec4(1.0f, 1.0f, 1.0f, 1.0f);
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@ -526,7 +526,7 @@ RenderLightmappedPoly(msurface_t *surf)
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}
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static void
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DrawInlineBModel(gl3model_t *currentmodel)
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DrawInlineBModel(entity_t *currententity, gl3model_t *currentmodel)
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{
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int i, k;
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cplane_t *pplane;
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@ -574,11 +574,11 @@ DrawInlineBModel(gl3model_t *currentmodel)
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else if(!(psurf->flags & SURF_DRAWTURB))
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{
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SetAllLightFlags(psurf);
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RenderLightmappedPoly(psurf);
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RenderLightmappedPoly(currententity, psurf);
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}
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else
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{
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RenderBrushPoly(psurf);
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RenderBrushPoly(currententity, psurf);
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}
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}
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}
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@ -601,7 +601,6 @@ GL3_DrawBrushModel(entity_t *e, gl3model_t *currentmodel)
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return;
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}
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currententity = e;
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gl3state.currenttexture = -1;
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if (e->angles[0] || e->angles[1] || e->angles[2])
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@ -656,7 +655,7 @@ GL3_DrawBrushModel(entity_t *e, gl3model_t *currentmodel)
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e->angles[0] = -e->angles[0];
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e->angles[2] = -e->angles[2];
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DrawInlineBModel(currentmodel);
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DrawInlineBModel(e, currentmodel);
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// glPopMatrix();
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gl3state.uni3DData.transModelMat4 = oldMat;
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@ -669,7 +668,7 @@ GL3_DrawBrushModel(entity_t *e, gl3model_t *currentmodel)
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}
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static void
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RecursiveWorldNode(mnode_t *node)
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RecursiveWorldNode(entity_t *currententity, mnode_t *node)
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{
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int c, side, sidebit;
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cplane_t *plane;
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@ -755,7 +754,7 @@ RecursiveWorldNode(mnode_t *node)
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}
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/* recurse down the children, front side first */
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RecursiveWorldNode(node->children[side]);
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RecursiveWorldNode(currententity, node->children[side]);
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/* draw stuff */
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for (c = node->numsurfaces,
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@ -782,7 +781,7 @@ RecursiveWorldNode(mnode_t *node)
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/* add to the translucent chain */
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surf->texturechain = gl3_alpha_surfaces;
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gl3_alpha_surfaces = surf;
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gl3_alpha_surfaces->texinfo->image = TextureAnimation(surf->texinfo);
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gl3_alpha_surfaces->texinfo->image = TextureAnimation(currententity, surf->texinfo);
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}
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else
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{
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@ -798,7 +797,7 @@ RecursiveWorldNode(mnode_t *node)
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#endif // 0
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{
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/* the polygon is visible, so add it to the texture sorted chain */
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image = TextureAnimation(surf->texinfo);
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image = TextureAnimation(currententity, surf->texinfo);
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surf->texturechain = image->texturechain;
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image->texturechain = surf;
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}
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@ -806,7 +805,7 @@ RecursiveWorldNode(mnode_t *node)
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}
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/* recurse down the back side */
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RecursiveWorldNode(node->children[!side]);
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RecursiveWorldNode(currententity, node->children[!side]);
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}
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void
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@ -829,17 +828,14 @@ GL3_DrawWorld(void)
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/* auto cycle the world frame for texture animation */
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memset(&ent, 0, sizeof(ent));
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ent.frame = (int)(gl3_newrefdef.time * 2);
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currententity = &ent;
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gl3state.currenttexture = -1;
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GL3_ClearSkyBox();
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RecursiveWorldNode(gl3_worldmodel->nodes);
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DrawTextureChains();
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RecursiveWorldNode(&ent, gl3_worldmodel->nodes);
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DrawTextureChains(&ent);
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GL3_DrawSkyBox();
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DrawTriangleOutlines();
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currententity = NULL;
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}
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/*
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@ -300,7 +300,6 @@ typedef struct
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} gl3lightmapstate_t;
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extern gl3model_t *gl3_worldmodel;
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extern entity_t *currententity;
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extern float gl3depthmin, gl3depthmax;
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@ -426,7 +425,7 @@ extern void GL3_ImageList_f(void);
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// gl3_light.c
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extern void GL3_MarkLights(dlight_t *light, int bit, mnode_t *node);
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extern void GL3_PushDlights(void);
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extern void GL3_LightPoint(vec3_t p, vec3_t color);
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extern void GL3_LightPoint(entity_t *currententity, vec3_t p, vec3_t color);
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extern void GL3_BuildLightMap(msurface_t *surf, int offsetInLMbuf, int stride);
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// gl3_lightmap.c
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