skin->currentframe = skin;
skin->basematerialflags = MATERIALFLAG_WALL;
if (skin->skin.fog)
- skin->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+ skin->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
skin->currentmaterialflags = skin->basematerialflags;
}