extern cvar_t r_polygonoffset_submodel_factor;
extern cvar_t r_polygonoffset_submodel_offset;
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
dp_model_t *model = ent->model;
msurface_t *surface;
msurface_t *surface;
// note: in practice this never actually receives batches), oh well
R_Shadow_RenderMode_Begin();
- R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
+ R_Shadow_RenderMode_ActiveLight(rtlight);
R_Shadow_RenderMode_Lighting(false, true);
R_Shadow_SetupEntityLight(ent);
for (i = 0;i < numsurfaces;i = j)