#ifndef CL_LIGHT_H #define CL_LIGHT_H // LordHavoc: 256 dynamic lights #define MAX_DLIGHTS 256 typedef struct { // location vec3_t origin; // stop lighting after this time float die; // color of light vec3_t color; // brightness (not really radius anymore) float radius; // drop this each second float decay; // the entity that spawned this light (can be NULL if it will never be replaced) entity_render_t *ent; } dlight_t; // LordHavoc: this affects the lighting scale of the whole game #define LIGHTOFFSET 1024.0f 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); #endif