// location
vec3_t origin;
// stop lighting after this time
- float die;
+ vec_t die;
// color of light
vec3_t color;
// brightness (not really radius anymore)
- float radius;
+ vec_t radius;
// drop this each second
- float decay;
+ vec_t decay;
// the entity that owns this light (can be NULL)
struct entity_render_s *ent;
+ // orientation/scaling/location
+ matrix4x4_t matrix;
+ // cubemap number to use on this light
+ int cubemapnum;
+ // light style which controls intensity of this light
+ int style;
+ // cast shadows
+ int shadow;
+ // corona intensity
+ vec_t corona;
}
dlight_t;
int td_startframe;
// realtime at second frame of timedemo (LordHavoc: changed to double)
double td_starttime;
+ // LordHavoc: for measuring maxfps
+ double td_minframetime;
+ // LordHavoc: for measuring minfps
+ double td_maxframetime;
// LordHavoc: pausedemo
qboolean demopaused;
//
extern cvar_t cl_name;
extern cvar_t cl_color;
+extern cvar_t cl_rate;
extern cvar_t cl_pmodel;
extern cvar_t cl_upspeed;
extern client_state_t cl;
-extern void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime);
+extern void CL_AllocDlight (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona);
extern void CL_DecayLights (void);
//=============================================================================