cl_sbar 0 and viewsize controls produce ugly artifacts
Brought to you by:
acceptthis,
timeserv
You can still use sizeup/sidedown when cl_sbar is set to 0, which produces graphical artifacts (hall of mirrors). This is really ugly and may be confusing to anyone if they happen to play with that setting and accidentally (or willingly) change the viewsize.
We may do the following:
Considering the ammo on the right side moves back into the HUD as the viewsize decreases, I'd think that option number 1 is the most sensible.
An example of the bug.
Committed a fix.
Moved to https://github.com/fte-team/fteqw/issues/95