This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
surf = sv.worldmodel->surfaces + node->firstsurface;
for (i = 0;i < node->numsurfaces;i++, surf++)
{
- if (surf->flags & SURF_DRAWTILED)
- continue; // no lightmaps
+ if (!(surf->flags & SURF_LIGHTMAP))
+ continue;
ds = (int) (x * surf->texinfo->vecs[0][0] + y * surf->texinfo->vecs[0][1] + mid * surf->texinfo->vecs[0][2] + surf->texinfo->vecs[0][3]);
dt = (int) (x * surf->texinfo->vecs[1][0] + y * surf->texinfo->vecs[1][1] + mid * surf->texinfo->vecs[1][2] + surf->texinfo->vecs[1][3]);
// LordHavoc: added light checking to the server
void SV_LightPoint (vec3_t color, vec3_t p)
{
+ Mod_CheckLoaded(sv.worldmodel);
if (!sv.worldmodel->lightdata)
{
color[0] = color[1] = color[2] = 255;
return;
}
-
+
color[0] = color[1] = color[2] = 0;
SV_RecursiveLightPoint (color, sv.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
}