// core properties
// matrix for transforming world coordinates to light filter coordinates
matrix4x4_t matrix_worldtolight;
- // based on worldtolight this transforms -1 to +1 to 0 to 1 for purposes
- // of attenuation texturing in full 3D (Z result often ignored)
- matrix4x4_t matrix_worldtoattenuationxyz;
- // this transforms only the Z to S, and T is always 0.5
- matrix4x4_t matrix_worldtoattenuationz;
// typically 1 1 1, can be lower (dim) or higher (overbright)
vec3_t color;
// size of the light (remove?)
// client movement simulation
// these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
qboolean movement;
- // simulated origin
+ // simulated data (this is valid even if cl.movement is false)
vec3_t movement_origin;
vec3_t movement_oldorigin;
+ vec3_t movement_velocity;
// queue of proposed moves
int movement_numqueue;
client_movementqueue_t movement_queue[256];