vec_t ray_intersect_triangle( const ray_t *ray, qboolean bCullBack, const vec3_t vert0, const vec3_t vert1, const vec3_t vert2 ){
float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
vec_t ray_intersect_triangle( const ray_t *ray, qboolean bCullBack, const vec3_t vert0, const vec3_t vert1, const vec3_t vert2 ){
float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];