vec_t cullradius2; // only for culling comparisons, squared version
vec3_t light; // the brightness of the light
vec_t cullradius; // only for culling comparisons
- vec_t lightsubtract; // to avoid sudden brightness change at cullradius, subtract this
+ vec_t subtract; // to avoid sudden brightness change at cullradius, subtract this
// entity_render_t *ent; // owner of this light
}
rdlight_t;