2 // LordHavoc: 256 dynamic lights
3 #define MAX_DLIGHTS 256
8 float die; // stop lighting after this time
9 float decay; // drop this each second
10 entity_t *ent; // the entity that spawned this light (can be NULL if it is not to be replaced repeatedly)
11 vec3_t color; // LordHavoc: colored lighting
14 // LordHavoc: this affects the lighting scale of the whole game
15 #define LIGHTOFFSET 4096.0f
17 extern void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic);
18 extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
19 extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
20 extern void R_LightPoint (vec3_t color, vec3_t p);