if (!outer) {
if (iSpawnFlags & 2)
- fIntensity *= .9;
+ fIntensity *= .9f;
else
fIntensity *= .25f;
}
const char *target = ValueForKey(e, "target");
bool bIsSpotLight = !!target[0];
//!\todo Write an API for modules to register preference settings, and make this preference module-specific.
- int nPasses = pref == 1 ? 3 : 2;
+ // int nPasses = pref == 1 ? 3 : 2;
g_QglTable.m_pfn_qglPushAttrib(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
g_QglTable.m_pfn_qglDepthMask(GL_FALSE);
void DrawLight(entity_t* e, int nGLState, int pref, int nViewType)
{
- int i;
+// int i;
// top, bottom, tleft, tright, bright, bleft
vec3_t points[6];
vec3_t vMid, vMin, vMax;
g_QglTable.m_pfn_qglLineStipple(8, 0xAAAA);
g_QglTable.m_pfn_qglEnable(GL_LINE_STIPPLE);
- float* envelope = (pref == 1) ? e->fLightEnvelope1 : e->fLightEnvelope2;
+ float* envelope = (pref == 1) ? e->fLightEnvelope1 : e->fLightEnvelope2;
for (int iPass = 0; iPass < nPasses; iPass++)
{
float fRadius = envelope[iPass];