changed dlight to light_d

This commit is contained in:
Scott Brooks 2002-03-20 22:58:54 +00:00
parent b8bfe2e4af
commit 3f7ac89c0c
2 changed files with 9 additions and 3 deletions

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.24 2002/03/20 22:58:54 blaze
// changed dlight to light_d
//
// Revision 1.23 2002/03/16 08:46:32 niceass // Revision 1.23 2002/03/16 08:46:32 niceass
// spectator going through doors no longer reset viewangle // spectator going through doors no longer reset viewangle
// //
@ -78,7 +81,7 @@ void SP_light( gentity_t *self ) {
G_FreeEntity( self ); G_FreeEntity( self );
} }
/*QUAKED dlight (0 1 0) (-8 -8 -8) (8 8 8) /*QUAKED light_d (0 1 0) (-8 -8 -8) (8 8 8)
Dynamic light entity. Use sparingly. Dynamic light entity. Use sparingly.
Q3 does not allow for manual light radius setup. Q3 does not allow for manual light radius setup.
Set the color key for the intended color Set the color key for the intended color
@ -123,7 +126,7 @@ void SP_dlight( gentity_t *ent ) {
ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 ); ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
ent->s.eType = ET_DLIGHT; ent->s.eType = ET_DLIGHT;
ent->classname = "dlight"; ent->classname = "light_d";
ent->s.pos.trType = TR_STATIONARY; ent->s.pos.trType = TR_STATIONARY;
VectorCopy( ent->s.origin, ent->r.currentOrigin); VectorCopy( ent->s.origin, ent->r.currentOrigin);

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.11 2002/03/20 22:58:27 blaze
// changed dlight to light_d
//
// Revision 1.10 2002/03/10 21:42:44 blaze // Revision 1.10 2002/03/10 21:42:44 blaze
// allow RQ3_weapon_name to map to weapon_name to make radiant work better // allow RQ3_weapon_name to map to weapon_name to make radiant work better
// //
@ -253,7 +256,7 @@ spawn_t spawns[] = {
{"target_push", SP_target_push}, {"target_push", SP_target_push},
{"light", SP_light}, {"light", SP_light},
{"dlight", SP_dlight}, // Elder: dlight entity {"light_d", SP_dlight}, // Elder: dlight entity
{"path_corner", SP_path_corner}, {"path_corner", SP_path_corner},
{"misc_teleporter_dest", SP_misc_teleporter_dest}, {"misc_teleporter_dest", SP_misc_teleporter_dest},