mspriteframe_t *sprdata_frames;
// draw the model
- void(*Draw)(void);
+ void(*Draw)(struct entity_render_s *ent);
// draw the model's sky polygons (only used by brush models)
- void(*DrawSky)(void);
+ void(*DrawSky)(struct entity_render_s *ent);
// draw the model's shadows
- void(*DrawShadow)(void);
+ void(*DrawShadow)(struct entity_render_s *ent);
// memory pool for allocations
mempool_t *mempool;
void Mod_TouchModel (char *name);
void Mod_UnloadModel (model_t *mod);
-mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
+mleaf_t *Mod_PointInLeaf (const float *p, model_t *model);
qbyte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
void Mod_ClearUsed(void);