}
nearlight[MAX_DLIGHTS], *nl;
int modeldlightbits[8];
+ //staticlight_t *sl;
a = currentrenderentity->alpha;
if (currentrenderentity->effects & EF_FULLBRIGHT)
basecolor[0] = basecolor[1] = basecolor[2] = 1;
R_ModelLightPoint(basecolor, currentrenderentity->origin, modeldlightbits);
nl = &nearlight[0];
- for (i = 0;i < r_numdlights;i++)
+ /*
+ // this code is unused for now
+ for (i = 0, sl = staticlight;i < staticlights && nearlights < MAX_DLIGHTS;i++, sl++)
+ {
+ if (TraceLine(currentrenderentity->origin, sl->origin, NULL, NULL, 0) == 1)
+ {
+ nl->fadetype = sl->fadetype;
+ nl->distancescale = sl->distancescale;
+ nl->radius = sl->radius;
+ VectorCopy(sl->origin, nl->origin);
+ VectorCopy(sl->color, nl->light);
+ nl->cullradius2 = 99999999;
+ nl->lightsubtract = 0;
+ nl++;
+ nearlights++;
+ }
+ }
+ */
+ for (i = 0;i < r_numdlights && nearlights < MAX_DLIGHTS;i++)
{
if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
continue;