extern cvar_t cl_particles_blood_alpha;
extern cvar_t cl_particles_blood_bloodhack;
extern cvar_t cl_particles_bulletimpacts;
-extern cvar_t cl_particles_explosions_smoke;
extern cvar_t cl_particles_explosions_sparks;
extern cvar_t cl_particles_explosions_shell;
extern cvar_t cl_particles_rain;
extern qboolean sb_showscores;
-#define NUMCROSSHAIRS 32
-extern cachepic_t *r_crosshairs[NUMCROSSHAIRS+1];
-
float FogPoint_World(const vec3_t p);
float FogPoint_Model(const vec3_t p);
int world_portals;
int world_surfaces;
int world_triangles;
+ int lightmapupdates;
+ int lightmapupdatepixels;
int particles;
int decals;
int meshes;
rtlight_t lights[MAX_DLIGHTS];
int numlights;
+ // intensities for light styles right now, controls rtlights
+ float rtlightstylevalue[256]; // float fraction of base light value
// 8.8bit fixed point intensities for light styles
- // controls intensity of dynamic lights and lightmap layers
- unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
+ // controls intensity lightmap layers
+ unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
vec3_t fogcolor;
vec_t fogrange;