float radius;
// drop this each second
float decay;
- // the entity that spawned this light (can be NULL if it will never be replaced)
- //entity_render_t *ent;
+ // the entity that owns this light (can be NULL)
+ struct entity_render_s *ent;
}
dlight_t;
// fullscreen color blend
float viewblend[4];
- // weapon model
- entity_render_t viewent;
-
entity_render_t **entities;
int numentities;
int maxentities;