RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
- if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) && rsurface.texture->normal3f)
+ if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) && rsurface.normal3f)
{
r_refdef.lightmapintensity = 1;
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3], false, false);