+ modelalpha = currententity->render.alpha;
+
+ if (currententity->render.model->type == mod_alias)
+ {
+ // only lerp models here because sprites were already lerped for their clip polygon
+ R_LerpUpdate(currententity);
+ R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
+ R_DrawAliasModel (currententity, true, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
+ }
+ else //if (currententity->render.model->type == mod_sprite)
+ {
+ // build blend array
+ R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
+ R_DrawSpriteModel (currententity, blend);
+ }
+
+ /*
+ VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->mins, mins);
+ VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->maxs, maxs);
+
+ switch (cl_visedicts[i]->render.model->type)