// now that we have a world model, set up the world entity, renderer
// modules and csqc
cl.entities[0].render.model = cl.worldmodel = cl.model_precache[1];
- CL_BoundingBoxForEntity(&cl.entities[0].render);
+ CL_UpdateRenderEntity(&cl.entities[0].render);
R_Modules_NewMap();
// we now have the worldmodel so we can set up the game world
cl.entities[0].render.model = cl.worldmodel = cl.model_precache[1];
- CL_BoundingBoxForEntity(&cl.entities[0].render);
+ CL_UpdateRenderEntity(&cl.entities[0].render);
R_Modules_NewMap();
}
ent->render.skinnum = ent->state_baseline.skin;
ent->render.effects = ent->state_baseline.effects;
ent->render.alpha = 1;
- //ent->render.scale = 1;
//VectorCopy (ent->state_baseline.origin, ent->render.origin);
//VectorCopy (ent->state_baseline.angles, ent->render.angles);
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->state_baseline.origin[0], ent->state_baseline.origin[1], ent->state_baseline.origin[2], ent->state_baseline.angles[0], ent->state_baseline.angles[1], ent->state_baseline.angles[2], 1);
- Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
- CL_BoundingBoxForEntity(&ent->render);
+ CL_UpdateRenderEntity(&ent->render);
// This is definitely cheating...
if (ent->render.model == NULL)