void softwaretransformforentity (entity_t *e)
{
vec3_t angles;
- angles[0] = -e->angles[0];
- angles[1] = e->angles[1];
- angles[2] = e->angles[2];
- softwaretransformset(e->origin, angles, e->scale);
+ angles[0] = -e->render.angles[0];
+ angles[1] = e->render.angles[1];
+ angles[2] = e->render.angles[2];
+ softwaretransformset(e->render.origin, angles, e->render.scale);
}