if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
int i, j;
- float f, center[3], center2[3], forward[3], right[3], up[3], v[4][3];
+ float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
matrix4x4_t matrix1, imatrix1;
R_Mesh_Matrix(&r_identitymatrix);
// a single autosprite surface can contain multiple sprites...
Matrix4x4_Transform(&imatrix1, face->data_vertex3f + (j+i)*3, v[i]);
if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
{
- CL_SparkShower (center, vec3_origin, 1);
forward[0] = r_vieworigin[0] - center2[0];
forward[1] = r_vieworigin[1] - center2[1];
forward[2] = 0;