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- fixed: The HUD weapon drawer partially took the render state from the previous things that got rendered. Especially the blend mode could be randomly set to different values.
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@ -353,6 +353,9 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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// now draw the different layers of the weapon
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// now draw the different layers of the weapon
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.SetObjectColor(ThingColor);
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gl_RenderState.SetObjectColor(ThingColor);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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if (statebright[0] || statebright[1])
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if (statebright[0] || statebright[1])
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{
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{
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// brighten the weapon to reduce the difference between
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// brighten the weapon to reduce the difference between
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