void CCastRay::TestModelSimple(CEntity *penModel, CModelObject &mo)
{
  // get model's bounding box for current frame
  FLOATaabbox3D boxModel;
  mo.GetCurrentFrameBBox(boxModel);
  boxModel.StretchByVector(mo.mo_Stretch);
  // get center and radius of the bounding sphere in absolute space
  FLOAT fSphereRadius = boxModel.Size().Length()/2.0f;
  FLOAT3D vSphereCenter = boxModel.Center();
  vSphereCenter*=penModel->en_mRotation;
  vSphereCenter+=penModel->en_plPlacement.pl_PositionVector;

  // if the ray doesn't hit the sphere
  FLOAT fSphereHitDistance;
  if (!RayHitsSphere(cr_vOrigin, cr_vTarget,
    vSphereCenter, fSphereRadius+cr_fTestR, fSphereHitDistance) ) {
    // ignore
    return;
  }

  // if the ray hits the sphere closer than closest found hit point yet
  if (fSphereHitDistance<cr_fHitDistance && fSphereHitDistance>0.0f) {
    // set the current entity as new hit target
    cr_fHitDistance=fSphereHitDistance;
    cr_penHit = penModel;
    cr_pbscBrushSector = NULL;
    cr_pbpoBrushPolygon = NULL;
  }
}