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ref: soft: remove usage of PARM_VIEWENT_INDEX and PARM_PLAYER_INDEX
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@ -880,7 +880,7 @@ static qboolean R_BeamComputePoint( int beamEnt, vec3_t pt )
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// get attachment
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if( attach > 0 )
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VectorCopy( ent->attachment[attach - 1], pt );
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else if( ent->index == ENGINE_GET_PARM( PARM_PLAYER_INDEX ) )
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else if( ent->index == ( gp_cl->playernum + 1 ))
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{
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vec3_t simorg;
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gEngfuncs.GetPredictedOrigin( simorg );
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@ -78,10 +78,10 @@ extern poolhandle_t r_temppool;
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#define RP_NONVIEWERREF (RP_ENVVIEW)
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#define R_ModelOpaque( rm ) ( rm == kRenderNormal )
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#define R_StaticEntity( ent ) ( VectorIsNull( ent->origin ) && VectorIsNull( ent->angles ))
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#define RP_LOCALCLIENT( e ) ((e) != NULL && (e)->index == gEngfuncs.GetPlayerIndex() && e->player )
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#define RP_LOCALCLIENT( e ) ((e) != NULL && (e)->index == ( gp_cl->playernum + 1 ) && e->player )
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#define RP_NORMALPASS() ( FBitSet( RI.params, RP_NONVIEWERREF ) == 0 )
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#define CL_IsViewEntityLocalPlayer() ( ENGINE_GET_PARM( PARM_VIEWENT_INDEX ) == ENGINE_GET_PARM( PARM_PLAYER_INDEX ) )
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#define CL_IsViewEntityLocalPlayer() ( gp_cl->viewentity == ( gp_cl->playernum + 1 ))
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#define CULL_VISIBLE 0 // not culled
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#define CULL_BACKSIDE 1 // backside of transparent wall
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