// now figure out what to do with this particular range of surfaces
if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
{
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SORTTRANSPARENT)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{
vec3_t tempcenter, center;
for (l = k;l < kend;l++)