cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
cl.cmd.cursor_screen[2] = 1;
- scale[0] = -r_view.frustum_x;
- scale[1] = -r_view.frustum_y;
+ scale[0] = -r_refdef.frustum_x;
+ scale[1] = -r_refdef.frustum_y;
scale[2] = 1;
// trace distance
// calculate current view matrix
V_CalcRefdef();
VectorClear(temp);
- Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_start);
+ Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
- Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
+ Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
// trace from view origin to the cursor
cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL, false);
}