Move one variable to the section it is used in, and remove one unnecessary
NULL check.
If si were NULL at that point, we would have segfaulted ages ago.
Signed-off-by: Lauri Kasanen <curaga@operamail.com>
{
int i, refs = 0;
plane_t *p1, *p2;
{
int i, refs = 0;
plane_t *p1, *p2;
- vec4_t plane1, plane2, reverse;
winding_t *fat, *front, *back;
shaderInfo_t *si;
winding_t *fat, *front, *back;
shaderInfo_t *si;
#if 0
/* div0: this is the plague (inaccurate) */
#if 0
/* div0: this is the plague (inaccurate) */
/* invert surface plane */
VectorSubtract( vec3_origin, plane2, reverse );
/* invert surface plane */
VectorSubtract( vec3_origin, plane2, reverse );
AddSurfaceFlare( ds, e->origin );
/* ydnar: don't emit nodraw surfaces (like nodraw fog) */
AddSurfaceFlare( ds, e->origin );
/* ydnar: don't emit nodraw surfaces (like nodraw fog) */
- if( si != NULL && (si->compileFlags & C_NODRAW) && ds->type != SURFACE_PATCH )
+ if( (si->compileFlags & C_NODRAW) && ds->type != SURFACE_PATCH )
continue;
/* ydnar: bias the surface textures */
continue;
/* ydnar: bias the surface textures */