int numlightentities_noselfshadow;
int numshadowentities;
int numshadowentities_noselfshadow;
- entity_render_t *lightentities[MAX_EDICTS];
- entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
- entity_render_t *shadowentities[MAX_EDICTS];
- entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
+ static entity_render_t *lightentities[MAX_EDICTS];
+ static entity_render_t *lightentities_noselfshadow[MAX_EDICTS];
+ static entity_render_t *shadowentities[MAX_EDICTS];
+ static entity_render_t *shadowentities_noselfshadow[MAX_EDICTS];
// skip lights that don't light because of ambientscale+diffusescale+specularscale being 0 (corona only lights)
// skip lights that are basically invisible (color 0 0 0)