// r_light.c
#include "quakedef.h"
+#include "cl_collision.h"
rdlight_t r_dlight[MAX_DLIGHTS];
int r_numdlights = 0;
{
// trace to a point just barely closer to the eye
VectorSubtract(rd->origin, vpn, diff);
- if (TraceLine(r_origin, diff, NULL, NULL, 0, true) == 1)
+ if (CL_TraceLine(r_origin, diff, NULL, NULL, 0, true) == 1)
{
scale = 1.0f / 262144.0f;
//scale = 64.0f / (DotProduct(diff,diff) + 1024.0f);
if (d_lightstylevalue[sl->style] > 0)
{
VectorSubtract (p, sl->origin, dist);
- f = DotProduct(dist, dist) + 65536.0f;
+ f = DotProduct(dist, dist) + sl->distbias;
f = (1.0f / f) - sl->subtract;
if (f > 0)
{
- if (TraceLine(p, sl->origin, NULL, NULL, 0, false) == 1)
+ if (CL_TraceLine(p, sl->origin, NULL, NULL, 0, false) == 1)
{
f *= d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
VectorMA(color, f, sl->light, color);
// this code is unused for now
for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights && nearlights < MAX_DLIGHTS;i++, sl++)
{
- if (TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0, false) == 1)
+ if (CL_TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0, false) == 1)
{
nl->falloff = sl->falloff;
// transform the light into the model's coordinate system
VectorScale(sl->light, f, nl->light);
nl->cullradius2 = 99999999;
nl->lightsubtract = sl->subtract;
- nl->offset = 65536.0f;
+ nl->offset = sl->distbias;
nl++;
nearlights++;
}