d_lightstylevalue[i] = 264; // normal light value
memset (&r_worldentity, 0, sizeof(r_worldentity));
- r_worldentity.model = cl.worldmodel;
+ r_worldentity.render.model = cl.worldmodel;
currententity = &r_worldentity;
// clear out efrags in case the level hasn't been reloaded