+#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;
- 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;
+ // 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 4096.0f
+#define LIGHTOFFSET 1024.0f
-extern dlight_t cl_dlights[MAX_DLIGHTS];
+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
+