// Now that we've kicked center-hotspotted sprites, rotate using the appropriate matrix :)
// determine the angle of a sprite, we could only do that once though and
- // add a `qboolean initialized' to the mspriteframe_t struct... let's get the direction vector of it :)
+ // add a `qbool initialized' to the mspriteframe_t struct... let's get the direction vector of it :)
angle = atan(dir[1] / dir[0]) * 180.0f/M_PI;
static void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int i;
- dp_model_t *model = ent->model;
+ model_t *model = ent->model;
vec3_t left, up, org, mforward, mleft, mup, middle;
float scale, dx, dy, hud_vs_screen;
int edge = 0;