float radius;
float die; // stop lighting after this time
float decay; // drop this each second
- int key;
+ 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
- qboolean dark; // subtracts light instead of adding
} dlight_t;
// LordHavoc: this affects the lighting scale of the whole game
-//#define LIGHTOFFSET 16384.0f
-//#define LIGHTSCALE1 2.0f
#define LIGHTOFFSET 4096.0f
-#define LIGHTSCALE1 1.0f
-#define LIGHTSCALE (LIGHTSCALE1*LIGHTSCALE1)
-#define LIGHTSCALE2 LIGHTSCALE
+
+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);