#include "QF/qtypes.h" #include "QF/render.h" #include "r_local.h" qboolean r_inhibit_viewmodel; qboolean r_force_fullscreen; qboolean r_paused; double r_realtime; dlight_t r_dlights[MAX_DLIGHTS]; entity_t *r_view_model; entity_t *r_player_entity; lightstyle_t r_lightstyle[MAX_LIGHTSTYLES]; int r_lineadj; float r_time1; dlight_t * R_AllocDlight (int key) { int i; dlight_t *dl; // first look for an exact key match if (key) { dl = r_dlights; for (i = 0; i < MAX_DLIGHTS; i++, dl++) { if (dl->key == key) { memset (dl, 0, sizeof (*dl)); dl->key = key; dl->color[0] = dl->color[1] = dl->color[2] = 1; return dl; } } } // then look for anything else dl = r_dlights; for (i = 0; i < MAX_DLIGHTS; i++, dl++) { if (dl->die < r_realtime) { memset (dl, 0, sizeof (*dl)); dl->key = key; dl->color[0] = dl->color[1] = dl->color[2] = 1; return dl; } } dl = &r_dlights[0]; memset (dl, 0, sizeof (*dl)); dl->key = key; return dl; } void R_DecayLights (double frametime) { int i; dlight_t *dl; dl = r_dlights; for (i = 0; i < MAX_DLIGHTS; i++, dl++) { if (dl->die < r_realtime || !dl->radius) continue; dl->radius -= frametime * dl->decay; if (dl->radius < 0) dl->radius = 0; } } void R_ClearDlights (void) { memset (r_dlights, 0, sizeof (r_dlights)); }