From /dev/humancontroller:
to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES
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@@ -1127,7 +1127,7 @@ void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
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int *fogNum, int *dlightMap ) {
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*fogNum = ( sort >> QSORT_FOGNUM_SHIFT ) & 31;
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*shader = tr.sortedShaders[ ( sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1) ];
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*entityNum = ( sort >> QSORT_ENTITYNUM_SHIFT ) & MAX_ENTITIES;
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*entityNum = ( sort >> QSORT_REFENTITYNUM_SHIFT ) & REFENTITYNUM_MASK;
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*dlightMap = sort & 3;
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}
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@@ -1208,7 +1208,7 @@ void R_AddEntitySurfaces (void) {
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ent->needDlights = qfalse;
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// preshift the value we are going to OR into the drawsurf sort
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tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
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tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
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//
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// the weapon model must be handled special --
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