+/*
+===============
+CL_SoundIndexList_f
+
+List all sounds in the client soundindex
+===============
+*/
+static void CL_SoundIndexList_f(void)
+{
+ int i = 1;
+
+ while(cl.sound_precache[i] && i != MAX_SOUNDS)
+ { // Valid Sound
+ Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
+ i++;
+ }
+}
+
+static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
+{
+ vec3_t tempdiffusenormal;
+
+ // fetch the lighting from the worldmodel data
+ VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
+ VectorClear(ent->modellight_diffuse);
+ VectorClear(tempdiffusenormal);
+ if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
+ {
+ vec3_t org;
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+ }
+ else // highly rare
+ VectorSet(ent->modellight_ambient, 1, 1, 1);
+
+ // move the light direction into modelspace coordinates for lighting code
+ Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
+ if(VectorLength2(ent->modellight_lightdir) <= 0)
+ VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
+ VectorNormalize(ent->modellight_lightdir);
+}
+