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src/game/client/viewrender.cpp

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@@ -5295,6 +5295,14 @@ void CFreezeFrameView::Draw( void )
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pRenderContext->PushVertexShaderGPRAllocation( 16 ); //max out pixel shader threads
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#endif
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#ifdef BDSBASE
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if (mat_viewportupscale.GetBool() && mat_viewportscale.GetFloat() < 1.0f)
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{
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// mat_viewportscale breaks it without that
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vgui::surface()->GetScreenSize(width, height);
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}
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#endif
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// we might only need half of the texture if we're rendering in stereo
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int nTexX0 = 0, nTexY0 = 0;
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int nTexX1 = width, nTexY1 = height;

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