#include "quakedef.h"
+cvar_t r_glowinglightning = {"r_glowinglightning", "1", true};
+
int num_temp_entities;
entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
beam_t cl_beams[MAX_BEAMS];
*/
void CL_InitTEnts (void)
{
+ Cvar_RegisterVariable(&r_glowinglightning);
cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav");
cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav");
cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav");
ent->angles[1] = yaw;
ent->angles[2] = rand()%360;
- dl = CL_AllocDlight (0);
- VectorCopy (ent->origin, dl->origin);
- dl->radius = 100 + (rand()&31);
- dl->die = cl.time + 0.001;
- dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 1;
+ if (r_glowinglightning.value)
+ {
+ dl = CL_AllocDlight (0);
+ VectorCopy (ent->origin, dl->origin);
+ dl->radius = 100 + (rand()&31);
+ dl->die = cl.time + 0.001;
+ dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 1;
+ }
VectorMA(org, 30, dist, org);
d -= 30;