#include "quakedef.h"
#include "r_shadow.h"
-extern cvar_t v_flipped;
-
void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int i;
break;
}
- if(v_flipped.integer)
- {
- left[0] = -left[0];
- left[1] = -left[1];
- }
-
R_Mesh_Matrix(&identitymatrix);
// LordHavoc: interpolated sprite rendering