this happens when you just copypaste and adapt r_lefthand
also did some minor changes to R_AliasDrawModel in the soft renderer
to make sure alias[xy]scale is reset properly in the early out cases
At high 'fov' values the weapon looked quite distorted.
Now it's rendered with an independent FOV, which looks better.
Note that the 'fov' cvar sets fov_x, while this is based on fov_y
(which is calculated from fov_x), so it's indeed different values:
r_gunfov seems to correspond to fov 90.
We use r_gunfov 80 as default, because it looks better.
Loop 'for ( i = 0; i < 3; i++ )' sets values to vtx[0..2]. So next index must be 3(instead 4) and
loop 'for ( i = 16; i >= 0; i-- )' will set vtx[3..(18*3-1)].
=====
src/client/refresh/gl/r_light.c: In function ‘R_RenderDlight’:
src/client/refresh/gl/r_light.c:76:21: warning: iteration 16 invokes undefined behavior [-Waggressive-loop-optimizations]
vtx[index_vtx++] = light->origin [ j ] + vright [ j ] * cos( a ) * rad
~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ vup [ j ] * sin( a ) * rad;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
src/client/refresh/gl/r_light.c:65:2: note: within this loop
for ( i = 16; i >= 0; i-- )
^~~
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