If you render another view while the local player is underwater, the fog effect will be applied to that view even if it's origin isn't underwater. The only solution I had for my mod was to hook glEnable and return if cap == GL_FOG.
It worked fine, but that would cause serious problems if somehow the server was put into secure mode. It also doesn't fix the fact that if your next view is underwater, the fog effect isn't applied at all. I'm posting this in a new message since I resolved issue #1 in my last post and I believe there is nothing I can do from within the client.dll to fix that fogging bug. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

