softwaretransform_classify();
}
-void softwaretransformforentity (entity_t *e)
+void softwaretransformforentity (entity_render_t *r)
{
vec3_t angles;
- angles[0] = -e->render.angles[0];
- angles[1] = e->render.angles[1];
- angles[2] = e->render.angles[2];
- softwaretransformset(e->render.origin, angles, e->render.scale);
+ angles[0] = -r->angles[0];
+ angles[1] = r->angles[1];
+ angles[2] = r->angles[2];
+ softwaretransformset(r->origin, angles, r->scale);
}
// brush entities are not backwards like models and sprites are
-void softwaretransformforbrushentity (entity_t *e)
+void softwaretransformforbrushentity (entity_render_t *r)
{
- softwaretransformset(e->render.origin, e->render.angles, e->render.scale);
+ softwaretransformset(r->origin, r->angles, r->scale);
}