float lightmapCompensate; /* default lightmap compensate value */
float gridScale; /* vortex: default lightgrid scale (affects both directional and ambient spectres) */
float gridAmbientScale; /* vortex: default lightgrid ambient spectre scale */
+ qboolean lightAngleHL; /* jal: use half-lambert curve for light angle attenuation */
qboolean noStyles; /* use lightstyles hack or not */
qboolean keepLights; /* keep light entities on bsp */
int patchSubdivisions; /* default patch subdivisions tolerance */
Q_EXTERN float areaScale Q_ASSIGN( 0.25f );
Q_EXTERN float skyScale Q_ASSIGN( 1.0f );
Q_EXTERN float bounceScale Q_ASSIGN( 0.25f );
+
+/* jal: alternative angle attenuation curve */
+Q_EXTERN qboolean lightAngleHL Q_ASSIGN( qfalse );
/* vortex: gridscale and gridambientscale */
Q_EXTERN float gridScale Q_ASSIGN( 1.0f );