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engine: hack mnode_t struct so we can have 24-bit face and children indices to support BSP2 format in runtime
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@@ -466,8 +466,8 @@ static void R_ShowTree_r( mnode_t *node, float x, float y, float scale, int show
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R_DrawNodeConnection( x, y, x + scale, y + scale );
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}
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R_ShowTree_r( node->children[1], x - scale, y + scale, downScale, shownodes, viewleaf );
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R_ShowTree_r( node->children[0], x + scale, y + scale, downScale, shownodes, viewleaf );
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R_ShowTree_r( node_child( node, 1, cl.worldmodel ), x - scale, y + scale, downScale, shownodes, viewleaf );
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R_ShowTree_r( node_child( node, 0, cl.worldmodel ), x + scale, y + scale, downScale, shownodes, viewleaf );
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world.recursion_level--;
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}
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@@ -482,7 +482,7 @@ static void R_ShowTree( void )
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return;
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world.recursion_level = 0;
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viewleaf = Mod_PointInLeaf( refState.vieworg, cl.worldmodel->nodes );
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viewleaf = Mod_PointInLeaf( refState.vieworg, cl.worldmodel->nodes, cl.worldmodel );
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ref.dllFuncs.TriRenderMode( kRenderTransTexture );
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