VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
Matrix4x4_Transform(&e->render.matrix, o, origin);
}
+ else
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
// handle particle trails and such effects now that we know where this
// entity is in the world...