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Now, if p->visibility differs from the constant visibility, the former converges toward the latter by three-quartering the difference each second totalclock increment (1/60th second). Negative player visibilities are not handled consistently throughout the different renderers, so make it look the same as 0 (can view to infinity). git-svn-id: https://svn.eduke32.com/eduke32@3960 1a8010ca-5511-0410-912e-c29ae57300e0 |
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