const matrix4x4_t *matrix;
matrix4x4_t blendmatrix, tempmatrix, matrix2;
int frame;
- float origin[3], angles[3], lerp;
+ vec_t origin[3], angles[3], lerp;
entity_t *t;
entity_render_t *r;
//entity_persistent_t *p = &e->persistent;
if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
{
matrix4x4_t dlightmatrix;
- float light[4];
+ vec4_t light;
VectorScale(e->state_current.light, (1.0f / 256.0f), light);
light[3] = e->state_current.light[3];
if (light[0] == 0 && light[1] == 0 && light[2] == 0)