hit.dist = dist;
v3f dir;
- v3_sub( co, skaterift.cam.pos, dir );
+ v3_sub( co, g_render.cam.pos, dir );
v3_normalize( dir );
- if( ray_world( world, skaterift.cam.pos, dir, &hit,
+ if( ray_world( world, g_render.cam.pos, dir, &hit,
k_material_flag_ghosts ) ){
opacity *= 0.5f;
}