model_t *model = ent->model;
msurface_t *surface;
int surfacelistindex;
- float projectdistance = lightradius + model->radius + r_shadow_projectdistance.value;
+ float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
vec3_t modelorg;
texture_t *texture;
// check the box in modelspace, it was already checked in worldspace