#include "quakedef.h"
-int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz)
+int SV_RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz)
{
int side, distz = endz - startz;
float front, back;
}
// go down front side
- if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, mid))
+ if (node->children[side]->contents >= 0 && SV_RecursiveLightPoint (color, node->children[side], x, y, startz, mid))
return true; // hit something
else
{
{
int i, ds, dt;
msurface_t *surf;
- lightspot[0] = x;
- lightspot[1] = y;
- lightspot[2] = mid;
- lightplane = node->plane;
surf = sv.worldmodel->surfaces + node->firstsurface;
for (i = 0;i < node->numsurfaces;i++, surf++)
for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
{
- scale = d_lightstylevalue[surf->styles[maps]];
+ scale = 256; // FIXME: server doesn't know what light styles are doing
r00 += lightmap[ 0] * scale;g00 += lightmap[ 1] * scale;b00 += lightmap[ 2] * scale;
r01 += lightmap[ 3] * scale;g01 += lightmap[ 4] * scale;b01 += lightmap[ 5] * scale;
r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale;
}
color[0] = color[1] = color[2] = 0;
- RecursiveLightPoint (color, sv.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
+ SV_RecursiveLightPoint (color, sv.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
}