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Mesh renderer triggers assert when the flashlight is on #417

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Found by @evanlin96069: mesh_renderer.cpp (351) : Assertion Failed: debugMeshInfo.descriptionSlices.empty().

This indicates that the game is doing an additional render pass for the flashlight that I am not handling. This may be a problem because there may be extra calls to draw user-submitted meshes during the flashlight pass. The solution is probably something similar to the one in place for the skybox:

  1. find and hook HL2FlashLightDrawerCode::Draw (or whatever)
  2. set a flashlight flag before entering game code, then call ORIG_flashlight code
  3. early exit in OnDrawOpaques and OnDrawTranslucents
  4. reset the flag after leaving game code

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