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targetShaderName and targetShaderNewName


ensiform

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Are these ever used in the game or just some legacy code that was left over from q3?

 

See G_UseTargets2...

 

	if (ent->targetShaderName && ent->targetShaderNewName) {
	float f = level.time * 0.001;
	AddRemap(ent->targetShaderName, ent->targetShaderNewName, f);
	trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
}

 

If not, I see no point in keeping this here... let alone the entries in spawn field or gentity structure.

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