}
}
+void R_Shadow_DrawLightSprites(void);
void R_ShadowVolumeLighting(qboolean visible)
{
int lnum, flag;
if (r_refdef.worldmodel && strncmp(r_refdef.worldmodel->name, r_shadow_mapname, sizeof(r_shadow_mapname)))
R_Shadow_EditLights_Reload_f();
+ if (r_editlights.integer)
+ R_Shadow_DrawLightSprites();
+
R_Shadow_RenderMode_Begin();
flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
{
R_Shadow_SetCursorLocationForView();
R_Shadow_SelectLightInView();
- R_Shadow_DrawLightSprites();
}
else
R_Shadow_SelectLight(NULL);