oops, missed this
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 16 Oct 2011 08:55:06 +0000 (08:55 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 16 Oct 2011 08:55:06 +0000 (08:55 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11423 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index 9a9419f..82a75fb 100644 (file)
@@ -5891,7 +5891,7 @@ static void R_Water_ProcessPlanes(void)
                        if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
                        {
                                // we need to perform a matrix transform to render the view... so let's get the transformation matrix
-                               r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
+                               r_waterstate.hideplayer = false; // we don't want to hide the player model from these ones
                                CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
                                R_RenderView_UpdateViewVectors();
                                if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)