float beamrepeatscale;
-void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
+void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
- const beam_t *b = (beam_t *)calldata1;
+ const beam_t *b = cl_beams + surfacenumber;
rmeshstate_t m;
vec3_t beamdir, right, up, offset;
float length, t1, t2;
{
VectorAdd(b->start, b->end, org);
VectorScale(org, 0.5f, org);
- R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
+ R_MeshQueue_AddTransparent(org, R_DrawLightningBeam_TransparentCallback, NULL, i, NULL);
}
}
}