+ /* q3map_floodLight <r> <g> <b> <diste> <intensity> <light_direction_power> */
+ else if ( !Q_stricmp( token, "q3map_floodLight" ) ) {
+ /* get color */
+ GetTokenAppend( shaderText, qfalse );
+ si->floodlightRGB[ 0 ] = atof( token );
+ GetTokenAppend( shaderText, qfalse );
+ si->floodlightRGB[ 1 ] = atof( token );
+ GetTokenAppend( shaderText, qfalse );
+ si->floodlightRGB[ 2 ] = atof( token );
+ GetTokenAppend( shaderText, qfalse );
+ si->floodlightDistance = atof( token );
+ GetTokenAppend( shaderText, qfalse );
+ si->floodlightIntensity = atof( token );
+ GetTokenAppend( shaderText, qfalse );
+ si->floodlightDirectionScale = atof( token );
+ if ( colorsRGB ) {
+ si->floodlightRGB[0] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[0] );
+ si->floodlightRGB[1] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[1] );
+ si->floodlightRGB[2] = Image_LinearFloatFromsRGBFloat( si->floodlightRGB[2] );
+ }
+ ColorNormalize( si->floodlightRGB, si->floodlightRGB );
+ }
+
+ /* jal: q3map_nodirty : skip dirty */
+ else if ( !Q_stricmp( token, "q3map_nodirty" ) ) {
+ si->noDirty = qtrue;
+ }
+