}
else
MSG_WriteShort (dest, (ent<<3) | channel);
- if ((field_mask & SND_LARGESOUND) || sv.protocol == PROTOCOL_NEHAHRABJP2)
+ if ((field_mask & SND_LARGESOUND) || sv.protocol == PROTOCOL_NEHAHRABJP2 || sv.protocol == PROTOCOL_NEHAHRABJP3)
MSG_WriteShort (dest, sound_num);
else
MSG_WriteByte (dest, sound_num);
float f;
prvm_vec_t *v;
vec3_t cullmins, cullmaxs;
- dp_model_t *model;
+ model_t *model;
// fast path for games that do not use legacy entity networking
// note: still networks clients even if they are legacy
int numtouchedicts = 0;
int touchindex;
matrix4x4_t matrix, imatrix;
- dp_model_t *model;
+ model_t *model;
prvm_edict_t *touch;
static prvm_edict_t *touchedicts[MAX_EDICTS];
vec3_t eyemins, eyemaxs, start;
{
prvm_prog_t *prog = SVVM_prog;
int isbmodel;
- dp_model_t *model;
+ model_t *model;
prvm_edict_t *ed;
if (sv.sententitiesconsideration[s->number] == sv.sententitiesmark)
return;