}
}
-static void R_DrawExplosionCallback(const void *calldata1, int calldata2)
+static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
+ const explosion_t *e = explosion + surfacenumber;
int numtriangles, numverts;
float alpha;
rmeshstate_t m;
- const explosion_t *e;
- e = (explosion_t *)calldata1;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
return;
for (i = 0;i < MAX_EXPLOSIONS;i++)
if (r_refdef.time < explosion[i].endtime)
- R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);
+ R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
}