if (e->render.model)
{
Mod_CheckLoaded(e->render.model);
- if (e->render.model->type != mod_brush)
+ if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
angles[0] = -angles[0];
if (e->render.model->flags & EF_ROTATE)
{
// as soon as player is known we can call V_CalcRefDef
if ((e - cl_entities) == cl.viewentity)
V_CalcRefdef();
- if (e->render.model && e->render.model->name[0] == '*' && e->render.model->type == mod_brush)
+ if (e->render.model && e->render.model->name[0] == '*' && e->render.model->brush.TraceBox)
cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
// don't show entities with no modelindex (note: this still shows
// entities which have a modelindex that resolved to a NULL model)