b = minimap.model->firstBSPBrush + i;
brush = &bspBrushes[ b ];
+#if 0
/* check all sides */
compileFlags = 0;
for( j = 0; j < brush->numSides; j++ )
/* or together compile flags */
compileFlags |= si->compileFlags;
}
+#else
+ shader = &bspShaders[ brush->shaderNum ];
+ si = ShaderInfoForShader( shader->shader );
+ if( si == NULL )
+ compileFlags = 0;
+ else
+ compileFlags = si->compileFlags;
+#endif
/* determine if this brush is solid */
if( (compileFlags & (C_SOLID | C_SKY)) == C_SOLID )