ent_buffers(ent_level, 0, 0, &vbuffer ,&ibuffer, NULL) ;
short *ibT = ibuffer + (int)hit.triangle * 3;
D3DVERTEX *vbT = vbuffer + *ibT;
v1.x = vbT->x;
v1.y = vbT->z;
v1.z = vbT->y:
vbT = vbuffer + *(++ibT);
v2.x = vbT->x;
v2.y = vbT->z;
v2.z = vbT->y:
vbT = vbuffer + *(++ibT);
v3.x = vbT->x;
v3.y = vbT->z;
v3.z = vbT->y:
vec_diff(e1, v2, v1);
vec_diff(e2, v3, v1);
vec_cross(n0, e1, e2);
vec_normalize(n0, 1);