rsurface_texture = tex->currentframe;
if (rsurface_texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
{
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{
vec3_t tempcenter, center;
for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)