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ref: gl: fix cl_righthand behaviour
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@ -2340,6 +2340,16 @@ 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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if( R_AllowFlipViewModel( RI.currententity ))
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{
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tr.fFlipViewModel = true;
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GL_Cull( GL_NONE );
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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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float oldblend = tr.blend;
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float oldblend = tr.blend;
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@ -3662,13 +3672,6 @@ void R_DrawViewModel( void )
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pglDepthRange( gldepthmin, gldepthmin + 0.3f * ( gldepthmax - gldepthmin ));
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pglDepthRange( gldepthmin, gldepthmin + 0.3f * ( gldepthmax - gldepthmin ));
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RI.currentmodel = RI.currententity->model;
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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 ))
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{
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tr.fFlipViewModel = true;
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pglFrontFace( GL_CW );
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}
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switch( RI.currententity->model->type )
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switch( RI.currententity->model->type )
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{
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{
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case mod_alias:
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case mod_alias:
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@ -3682,13 +3685,6 @@ void R_DrawViewModel( void )
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// restore depth range
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// restore depth range
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pglDepthRange( gldepthmin, gldepthmax );
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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 ))
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{
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tr.fFlipViewModel = false;
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pglFrontFace( GL_CCW );
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}
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}
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}
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/*
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/*
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