- // LordHavoc: combine transform from zym coordinate space to quake coordinate space with model to world transform matrix
- rootmatrix.m[0][0] = softwaretransform_matrix[0][1];
- rootmatrix.m[0][1] = -softwaretransform_matrix[0][0];
- rootmatrix.m[0][2] = softwaretransform_matrix[0][2];
- rootmatrix.m[0][3] = softwaretransform_matrix[0][3];
- rootmatrix.m[1][0] = softwaretransform_matrix[1][1];
- rootmatrix.m[1][1] = -softwaretransform_matrix[1][0];
- rootmatrix.m[1][2] = softwaretransform_matrix[1][2];
- rootmatrix.m[1][3] = softwaretransform_matrix[1][3];
- rootmatrix.m[2][0] = softwaretransform_matrix[2][1];
- rootmatrix.m[2][1] = -softwaretransform_matrix[2][0];
- rootmatrix.m[2][2] = softwaretransform_matrix[2][2];
- rootmatrix.m[2][3] = softwaretransform_matrix[2][3];
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor)
+{
+ skinframe_t *skinframe;
+ R_Mesh_Matrix(&ent->matrix);
+ skinframe = R_FetchSkinFrame(ent);
+ R_Mesh_ResizeCheck(ent->model->numverts);
+ R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvert_normals);
+ Mod_BuildTextureVectorsAndNormals(ent->model->numverts, ent->model->numtris, varray_vertex, ent->model->mdlmd2data_texcoords, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals);
+ R_Shadow_RenderLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, skinframe->base, skinframe->gloss, skinframe->nmap, NULL);
+}
+
+int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
+{
+ int i;
+ float lerp1, lerp2, lerp3, lerp4;
+ zymbonematrix *out, rootmatrix, m;
+ const zymbonematrix *bone1, *bone2, *bone3, *bone4;
+
+ rootmatrix.m[0][0] = 1;
+ rootmatrix.m[0][1] = 0;
+ rootmatrix.m[0][2] = 0;
+ rootmatrix.m[0][3] = 0;
+ rootmatrix.m[1][0] = 0;
+ rootmatrix.m[1][1] = 1;
+ rootmatrix.m[1][2] = 0;
+ rootmatrix.m[1][3] = 0;
+ rootmatrix.m[2][0] = 0;
+ rootmatrix.m[2][1] = 0;
+ rootmatrix.m[2][2] = 1;
+ rootmatrix.m[2][3] = 0;