int f = 0;
float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
vec3_t modelorg;
- texture_t *t = NULL, *texture;
+ texture_t *t = NULL, *texture = NULL;
const int maxsurfacelist = 1024;
int numsurfacelist = 0;
msurface_t *surfacelist[1024];