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https://github.com/glest/glest-source.git
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Fading out at death works again
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@@ -312,7 +312,7 @@ namespace Shared {
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assert(false);
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break;
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}
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meshCallbackTeamColor.setTeamTexture(customTexture);
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meshCallback.setTeamTexture(customTexture);
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if (wireframe) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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@@ -371,7 +371,7 @@ namespace Shared {
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void Renderer::renderTheModel(Model *model, float f) {
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if (model != NULL) {
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modelRenderer->begin(true, true, !wireframe, false, &meshCallbackTeamColor);
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modelRenderer->begin(true, true, !wireframe, false, &meshCallback);
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model->updateInterpolationData(f, true);
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modelRenderer->render(model);
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@@ -38,10 +38,9 @@ using Shared::Graphics::Texture2D;
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using Shared::Graphics::ParticleRenderer;
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using Shared::Graphics::ParticleManager;
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using Shared::Graphics::ParticleSystem;
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using Shared::Graphics::Gl::MeshCallbackTeamColor;
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using Shared::Graphics::Gl::MeshCallback;
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//#include "model_renderer.h"
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using Shared::Graphics::MeshCallback;
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using Shared::Graphics::Mesh;
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using Shared::Graphics::Texture;
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@@ -97,7 +96,7 @@ namespace Shared {
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Texture2D *customTextureOrange;
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Texture2D *customTextureMagenta;
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Texture2D *customTextureTransparent;
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MeshCallbackTeamColor meshCallbackTeamColor;
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MeshCallback meshCallback;
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float red;
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float green;
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