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ref: if the entity is opaque, check the renderfx too, it might become translucent
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@@ -64,7 +64,16 @@ Opaque entity can be brush or studio model but sprite
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qboolean R_OpaqueEntity( cl_entity_t *ent )
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{
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if( R_GetEntityRenderMode( ent ) == kRenderNormal )
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return true;
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{
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switch( ent->curstate.renderfx )
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{
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case kRenderFxNone:
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case kRenderFxDeadPlayer:
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case kRenderFxLightMultiplier:
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case kRenderFxExplode:
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return true;
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}
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}
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return false;
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}
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@@ -150,7 +150,16 @@ qboolean R_OpaqueEntity( cl_entity_t *ent )
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int rendermode = R_GetEntityRenderMode( ent );
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if( rendermode == kRenderNormal )
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return true;
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{
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switch( ent->curstate.renderfx )
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{
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case kRenderFxNone:
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case kRenderFxDeadPlayer:
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case kRenderFxLightMultiplier:
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case kRenderFxExplode:
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return true;
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}
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}
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if( sw_notransbrushes.value && ent->model && ent->model->type == mod_brush && rendermode == kRenderTransTexture )
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return true;
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