int edge = 0;
float dir_angle = 0.0f;
+ // R_GetCurrentTexture needs this
+ rsurface.entity = (entity_render_t *)ent;
+
// nudge it toward the view to make sure it isn't in a wall
Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org);
VectorSubtract(org, r_refdef.view.forward, org);
}
}
}
+
+ rsurface.entity = NULL;
}
void R_Model_Sprite_Draw(entity_render_t *ent)