void R_Shadow_PrepareModelShadows(void);
-#define LP_LIGHTMAP 1
-#define LP_RTWORLD 2
-#define LP_DYNLIGHT 4
+#define LP_LIGHTMAP 1
+#define LP_RTWORLD 2
+#define LP_DYNLIGHT 4
+void R_LightPoint(vec3_t color, const vec3_t p, const int flags);
void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, const int flags);
#endif