- modelindex = (unsigned int)touch->fields.server->modelindex;
- model = sv.models[(int)touch->fields.server->modelindex];
- // get the entity matrix
- pitchsign = (model->type == mod_alias) ? -1 : 1;
- Matrix4x4_CreateFromQuakeEntity(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2], pitchsign * touch->fields.server->angles[0], touch->fields.server->angles[1], touch->fields.server->angles[2], 1);
- Matrix4x4_Invert_Simple(&imatrix, &matrix);
- // see if the ray hits this entity
- Matrix4x4_Transform(&imatrix, eye, starttransformed);
- Matrix4x4_Transform(&imatrix, endpoints[traceindex], endtransformed);
- if (!model->brush.TraceLineOfSight(model, starttransformed, endtransformed))