#include "quakedef.h"
+#include "r_shadow.h"
-void R_DrawSpriteModelCallback(const void *calldata1, int calldata2)
+void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
- const entity_render_t *ent = (entity_render_t *)calldata1;
int i;
vec3_t left, up, org, color, diffusecolor, diffusenormal;
mspriteframe_t *frame;
if (ent->frameblend[0].frame < 0)
return;
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawSpriteModelCallback, ent, 0);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
}