AngleVectors (ent->angles, fv, rv, uv);
VectorMA (dl->origin, 18, fv, dl->origin);
- dl->radius = 200 + (rand()&31);
- dl->minlight = 32;
+ dl->radius = 100 + (rand()&31);
dl->die = cl.time + 0.1;
dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0;
}
float radius;
float die; // stop lighting after this time
float decay; // drop this each second
- float minlight; // don't add when contributing less
int key;
vec3_t color; // LordHavoc: colored lighting
qboolean dark; // subtracts light instead of adding