-// LordHavoc: 256 dynamic lights
-#define MAX_DLIGHTS 256
-typedef struct
-{
- vec3_t origin;
- float radius;
- float die; // stop lighting after this time
- float decay; // drop this each second
- entity_t *ent; // the entity that spawned this light (can be NULL if it is not to be replaced repeatedly)
- vec3_t color; // LordHavoc: colored lighting
-} dlight_t;
+#ifndef R_LIGHT_H
+#define R_LIGHT_H
-// LordHavoc: this affects the lighting scale of the whole game
-#define LIGHTOFFSET 4096.0f
+extern int r_numdlights;
+extern dlight_t r_dlight[MAX_DLIGHTS];
+
+void R_UpdateLights(void);
+void R_MarkLights(entity_render_t *ent);
+void R_DrawCoronas(void);
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic, const mleaf_t *leaf);
+int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords);
+void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *diffusecolor, const float *diffusenormal, int numverts, const float *vertex3f, const float *normal3f, float *color4f);
+void R_UpdateEntLights(entity_render_t *ent);
+
+#endif
-extern void R_CompleteLightPoint (vec3_t color, vec3_t p, int dynamic);
-extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-extern void R_LightPoint (vec3_t color, vec3_t p);