mid = startz + distz * (front - node->plane->dist) / (front - back);
break;
}
-
+
// go down front side
if (node->children[side]->contents >= 0 && SV_RecursiveLightPoint (color, node->children[side], x, y, startz, mid))
return true; // hit something
int i, ds, dt;
msurface_t *surf;
- surf = sv.worldmodel->surfaces + node->firstsurface;
+ surf = sv.worldmodel->brushq1.surfaces + node->firstsurface;
for (i = 0;i < node->numsurfaces;i++, surf++)
{
if (!(surf->flags & SURF_LIGHTMAP))
if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
continue;
-
+
ds -= surf->texturemins[0];
dt -= surf->texturemins[1];
-
+
if (ds > surf->extents[0] || dt > surf->extents[1])
continue;
void SV_LightPoint (vec3_t color, vec3_t p)
{
Mod_CheckLoaded(sv.worldmodel);
- if (!sv.worldmodel->lightdata)
+ if (!sv.worldmodel->brushq1.lightdata)
{
color[0] = color[1] = color[2] = 255;
return;
}
color[0] = color[1] = color[2] = 0;
- SV_RecursiveLightPoint (color, sv.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
+ SV_RecursiveLightPoint (color, sv.worldmodel->brushq1.nodes, p[0], p[1], p[2], p[2] - 65536);
}