-float LOOP = 1;
+const float LOOP = 1;
-float DNOSHADOW = 2;
-float DFOLLOW = 4;
+const float DNOSHADOW = 2;
+const float DFOLLOW = 4;
.float light_lev;
.float lefty;
.vector color;
remove(self);
self.nextthink = time + 0.1;
-};
+}
void dynlight_find_aiment()
{
entity targ;
self.v_angle = self.angles - targ.angles;
self.think = dynlight_think;
self.nextthink = time + 0.1;
-};
+}
void dynlight_find_path()
{
entity targ;
setorigin (self, targ.origin);
self.think = train_next;
self.nextthink = time + 0.1;
-};
+}
void dynlight_find_target()
{
entity targ;
self.light_lev = self.lefty;
else
self.light_lev = 0;
-};
+}
void spawnfunc_dynlight()
{
- local entity targ;
-
if (!self.light_lev)
self.light_lev = 200;
if (!self.color)
setorigin (self, self.origin);
//self.pflags = PFLAGS_FULLDYNAMIC;
self.solid = SOLID_NOT;
- //self.blocked = SUB_Null;
+ //self.blocked = func_null;
//if (self.spawnflags & DNOSHADOW)
// self.pflags = self.pflags + PFLAGS_NOSHADOW;
//if (self.spawnflags & START_OFF)
InitializeEntity(self, dynlight_find_path, INITPRIO_FINDTARGET);
return;
}
-};
+}