vec3_t diff;
float fog, ifog;
- if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up))
+ if (R_SpriteSetup(ent, ent->model->sprite.sprnum_type, org, left, up))
return;
R_Mesh_Matrix(&r_identitymatrix);
{
if (ent->frameblend[i].lerp >= 0.01f)
{
- frame = ent->model->sprdata_frames + ent->frameblend[i].frame;
+ frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame;
R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, frame->texture, org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha * ent->frameblend[i].lerp);
if (fog * ent->frameblend[i].lerp >= 0.01f)
R_DrawSpriteImage(true, frame, frame->fogtexture, org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * ent->alpha * ent->frameblend[i].lerp);
// LordHavoc: no interpolation
frame = NULL;
for (i = 0;i < 4 && ent->frameblend[i].lerp;i++)
- frame = ent->model->sprdata_frames + ent->frameblend[i].frame;
+ frame = ent->model->sprite.sprdata_frames + ent->frameblend[i].frame;
R_DrawSpriteImage((ent->effects & EF_ADDITIVE) || (ent->model->flags & EF_ADDITIVE), frame, frame->texture, org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, ent->alpha);
if (fog * ent->frameblend[i].lerp >= 0.01f)