// LordHavoc: 256 dynamic lights #define MAX_DLIGHTS 256 typedef struct { vec3_t origin; float radius; float die; // stop lighting after this time float decay; // drop this each second entity_render_t *ent; // the entity that spawned this light (can be NULL if it will never be replaced) vec3_t color; // LordHavoc: colored lighting } dlight_t; // LordHavoc: this affects the lighting scale of the whole game #define LIGHTOFFSET 4096.0f extern dlight_t cl_dlights[MAX_DLIGHTS]; extern void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime); extern void CL_DecayLights (void);