// change this stuff when real shaders are added
typedef struct Cshader_s
{
- void (*shaderfunc[SHADERSTAGE_COUNT])(struct entity_render_s *ent, msurface_t *firstsurf);
+ void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const msurface_t *firstsurf);
// list of surfaces using this shader (used during surface rendering)
msurface_t *chain;
}