vec3_t yawmins, yawmaxs;
// bounding box if pitch or roll are used
vec3_t rotatedmins, rotatedmaxs;
- // usable at any angles
-// float modelradius;
+ // sphere radius, usable at any angles
+ float radius;
+ // squared sphere radius for easier comparisons
+ float radius2;
// brush model specific
int firstmodelsurface, nummodelsurfaces;
void(*Draw)(struct entity_render_s *ent);
// draw the model's sky polygons (only used by brush models)
void(*DrawSky)(struct entity_render_s *ent);
- // draw the model's shadows
- void(*DrawShadow)(struct entity_render_s *ent);
+ // draw a fake shadow for the model
+ void(*DrawFakeShadow)(struct entity_render_s *ent);
// memory pool for allocations
mempool_t *mempool;