consider nodraw shaders in fog direction deduction
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@@ -440,7 +440,7 @@ void EmitFogs(){
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/* find visible axial side */
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for ( size_t j = 6; j-- > 0; ) // prioritize +Z (index 5) then -Z (index 4) in ambiguous case; fogged pit is assumed as most likely case
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{
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if ( !fog.brush->sides[ j ].visibleHull.empty() ) {
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if ( !fog.brush->sides[ j ].visibleHull.empty() && !( fog.brush->sides[ j ].compileFlags & C_NODRAW ) ) {
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Sys_Printf( "Fog %zu has visible side %zu\n", i, j );
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bspFog.visibleSide = j;
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break;
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@@ -450,7 +450,7 @@ void EmitFogs(){
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if( bspFog.visibleSide < 0 ){
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for ( size_t j = 6; j < fog.brush->sides.size(); ++j )
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{
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if ( !fog.brush->sides[ j ].visibleHull.empty() ) {
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if ( !fog.brush->sides[ j ].visibleHull.empty() && !( fog.brush->sides[ j ].compileFlags & C_NODRAW ) ) {
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Sys_Printf( "Fog %zu has visible side %zu\n", i, j );
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bspFog.visibleSide = j;
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break;
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