untangle entity rendering
fix unbatched model roll
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@@ -751,9 +751,6 @@ void endmodelbatches(bool flush)
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if(flush) clearmodelbatches();
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}
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const int dbgmbatch = 0;
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//VAR(dbgmbatch, 0, 0, 1);
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VARP(popdeadplayers, 0, 0, 1);
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void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, float roll, float yaw, float pitch, float speed, int basetime, playerent *d, modelattach *a, float scale)
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{
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@@ -797,7 +794,7 @@ void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, fl
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//if(a[i].m && a[i].m->type()!=m->type()) a[i].m = NULL;
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}
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if(numbatches>=0 && !dbgmbatch)
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if(numbatches>=0)
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{
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batchedmodel &b = addbatchedmodel(m);
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b.o = o;
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@@ -819,7 +816,7 @@ void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, fl
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if(stenciling)
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{
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m->startrender();
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m->render(anim|ANIM_NOSKIN, varseed, speed, basetime, o, 0, yaw, pitch, d, a, scale);
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m->render(anim|ANIM_NOSKIN, varseed, speed, basetime, o, roll, yaw, pitch, d, a, scale);
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m->endrender();
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return;
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}
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@@ -870,7 +867,7 @@ void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, fl
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glColor4f(color[0], color[1], color[2], m->translucency);
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}
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m->render(anim, varseed, speed, basetime, o, 0, yaw, pitch, d, a, scale);
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m->render(anim, varseed, speed, basetime, o, roll, yaw, pitch, d, a, scale);
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if(anim&ANIM_TRANSLUCENT)
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{
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