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ref: remove SetCullState function from StudioAPI. It does nothing on GoldSrc.
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@ -135,7 +135,6 @@ mstudiobodyparts_t *m_pBodyPart;
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player_info_t *m_pPlayerInfo;
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studiohdr_t *m_pStudioHeader;
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float m_flGaitMovement;
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int g_iBackFaceCull;
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int g_nTopColor, g_nBottomColor; // remap colors
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int g_nFaceFlags, g_nForceFaceFlags;
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@ -1839,7 +1838,7 @@ sets true for enable backculling (for left-hand viewmodel)
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*/
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void R_StudioSetCullState( int iCull )
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{
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g_iBackFaceCull = iCull;
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// This function intentionally does nothing
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}
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/*
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@ -3664,7 +3663,7 @@ void R_DrawViewModel( void )
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RI.currentmodel = RI.currententity->model;
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// backface culling for left-handed weapons
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if( R_AllowFlipViewModel( RI.currententity ) || g_iBackFaceCull )
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if( R_AllowFlipViewModel( RI.currententity ))
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{
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tr.fFlipViewModel = true;
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pglFrontFace( GL_CW );
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@ -3685,7 +3684,7 @@ void R_DrawViewModel( void )
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pglDepthRange( gldepthmin, gldepthmax );
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// backface culling for left-handed weapons
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if( R_AllowFlipViewModel( RI.currententity ) || g_iBackFaceCull )
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if( R_AllowFlipViewModel( RI.currententity ))
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{
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tr.fFlipViewModel = false;
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pglFrontFace( GL_CCW );
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@ -131,7 +131,6 @@ mstudiobodyparts_t *m_pBodyPart;
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player_info_t *m_pPlayerInfo;
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studiohdr_t *m_pStudioHeader;
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float m_flGaitMovement;
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int g_iBackFaceCull;
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int g_nTopColor, g_nBottomColor; // remap colors
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int g_nFaceFlags, g_nForceFaceFlags;
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@ -1836,7 +1835,7 @@ sets true for enable backculling (for left-hand viewmodel)
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*/
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void R_StudioSetCullState( int iCull )
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{
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g_iBackFaceCull = iCull;
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// This function intentionally does nothing
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}
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/*
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@ -3443,7 +3442,7 @@ void R_DrawViewModel( void )
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RI.currentmodel = RI.currententity->model;
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// backface culling for left-handed weapons
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if( R_AllowFlipViewModel( RI.currententity ) || g_iBackFaceCull )
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if( R_AllowFlipViewModel( RI.currententity ))
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{
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tr.fFlipViewModel = true;
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//pglFrontFace( GL_CW );
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@ -3465,7 +3464,7 @@ void R_DrawViewModel( void )
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s_ziscale = (float)0x8000 * (float)0x10000;
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// backface culling for left-handed weapons
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if( R_AllowFlipViewModel( RI.currententity ) || g_iBackFaceCull )
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if( R_AllowFlipViewModel( RI.currententity ))
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{
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tr.fFlipViewModel = false;
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//pglFrontFace( GL_CCW );
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