CL_VM_UpdateView(r_stereo_side ? 0.0 : max(0.0, cl.time - cl.oldtime));
else
{
+ // Prepare the scene mesh for rendering - this is lightning beams and other effects rendered as normal surfaces
+ CL_MeshEntities_Scene_FinalizeRenderEntity();
+
CL_UpdateEntityShading();
R_RenderView(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
}