// 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_t *ent; // the entity that spawned this light (can be NULL if it is not to be replaced repeatedly) vec3_t color; // LordHavoc: colored lighting } dlight_t; // LordHavoc: this affects the lighting scale of the whole game #define LIGHTOFFSET 4096.0f extern void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic); extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org); extern void R_LightPoint (vec3_t color, vec3_t p);