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https://github.com/FWGS/xash3d-fwgs
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some cleaner code
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@ -2340,15 +2340,17 @@ static void R_StudioDrawPoints( void )
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// NOTE: rewind normals at start
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// NOTE: rewind normals at start
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pstudionorms = (vec3_t *)((byte *)m_pStudioHeader + m_pSubModel->normindex);
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pstudionorms = (vec3_t *)((byte *)m_pStudioHeader + m_pSubModel->normindex);
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tr.fFlipViewModel = false;
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GL_Cull( GL_FRONT );
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// backface culling for left-handed weapons
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// backface culling for left-handed weapons
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if( R_AllowFlipViewModel( RI.currententity ))
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if( R_AllowFlipViewModel( RI.currententity ))
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{
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{
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tr.fFlipViewModel = true;
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tr.fFlipViewModel = true;
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GL_Cull( GL_NONE );
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GL_Cull( GL_NONE );
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}
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}
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else
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{
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tr.fFlipViewModel = false;
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GL_Cull( GL_FRONT );
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}
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for( j = 0; j < m_pSubModel->nummesh; j++ )
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for( j = 0; j < m_pSubModel->nummesh; j++ )
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{
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{
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