if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
{
// we need to perform a matrix transform to render the view... so let's get the transformation matrix
- r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
+ r_waterstate.hideplayer = false; // we don't want to hide the player model from these ones
CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
R_RenderView_UpdateViewVectors();
if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)