if (cl.worldmodel)
{
castshadowcount++;
- i = Mod_PointContents(e->origin, cl.worldmodel);
+ i = cl.worldmodel->PointContents(cl.worldmodel, e->origin);
if (r_shadow_portallight.integer && i != CONTENTS_SOLID && i != CONTENTS_SKY)
{
qbyte *byteleafpvs;
}
else
{
- leaf = Mod_PointInLeaf(origin, cl.worldmodel);
- pvs = Mod_LeafPVS(leaf, cl.worldmodel);
+ leaf = cl.worldmodel->PointInLeaf(cl.worldmodel, origin);
+ pvs = cl.worldmodel->LeafPVS(cl.worldmodel, leaf);
for (i = 0, leaf = cl.worldmodel->leafs + 1;i < cl.worldmodel->numleafs;i++, leaf++)
{
if (pvs[i >> 3] & (1 << (i & 7)) && BoxesOverlap(leaf->mins, leaf->maxs, e->mins, e->maxs))