}
for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
{
- if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
- if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
- if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
+ if (nmins[0] > v[0]) { nmins[0] = v[0]; } if (nmaxs[0] < v[0]) { nmaxs[0] = v[0]; }
+ if (nmins[1] > v[1]) { nmins[1] = v[1]; } if (nmaxs[1] < v[1]) { nmaxs[1] = v[1]; }
+ if (nmins[2] > v[2]) { nmins[2] = v[2]; } if (nmaxs[2] < v[2]) { nmaxs[2] = v[2]; }
}
}
// calculate center and radius
if (texture->materialshaderpass->skinframes[0]->hasalpha)
texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
if (texture->q2contents)
- texture->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(loadmodel, texture->q2contents);
+ texture->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(texture->q2contents);
}
else
success = false;