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engine: client: update the ref state before R_NewMap is called
This fixes fades that occur at the beginning of a map being a tad screwy as a result of the ref state not being updated with fresh values, which only happens when a frame is being rendered (loading happens to prevent that).
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@ -1578,6 +1578,12 @@ void CL_RegisterResources( sizebuf_t *msg )
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CL_ClearWorld ();
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// update the ref state.
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refState.time = cl.time;
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refState.oldtime = cl.oldtime;
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refState.realtime = host.realtime;
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refState.frametime = host.frametime;
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// tell rendering system we have a new set of models.
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ref.dllFuncs.R_NewMap ();
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@ -3168,6 +3174,12 @@ void CL_LegacyPrecache_f( void )
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if( clgame.entities )
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clgame.entities->model = cl.worldmodel;
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// update the ref state.
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refState.time = cl.time;
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refState.oldtime = cl.oldtime;
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refState.realtime = host.realtime;
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refState.frametime = host.frametime;
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// tell rendering system we have a new set of models.
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ref.dllFuncs.R_NewMap ();
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