Searched refs:dynamic_radius (Results 1 – 6 of 6) sorted by relevance
260 if( ! SphereTouchBBox3D(&wlVerts[2], &wlVerts[0], light_pos, lsp->dynamic_radius ) ) in HWR_WallLighting()293 s = 0.5f / lsp->dynamic_radius; in HWR_WallLighting()353 if( ! SphereTouchBBox3D(&p1, &p2, light_pos, lsp->dynamic_radius) ) in HWR_PlaneLighting()369 s = 0.5f / lsp->dynamic_radius; in HWR_PlaneLighting()652 h->dynamic_sqrradius = h->dynamic_radius * h->dynamic_radius; in HWR_Init_Light()797 dynlights->p_lspr[lightnum]->dynamic_radius ) in HWR_AddLightMapForLine()830 dynlights->p_lspr[lightnum]->dynamic_radius ) in HWR_CheckSubsector()
694 float dynamic_radius; // radius of the light ball member
4390 sl->dynamic_radius = fval; in SF_SetCorona()4423 sl->dynamic_radius = FIXED_TO_FLOAT(t_argv[7].value.f); in SF_SetCorona()4425 sl->dynamic_sqrradius = sl->dynamic_radius * sl->dynamic_radius; in SF_SetCorona()
33 #define DL_RADIUS(x) dynlights->p_lspr[(x)]->dynamic_radius1219 lspr[i].dynamic_sqrradius = lspr[i].dynamic_radius*lspr[i].dynamic_radius; in HWR_InitLight()
510 float dynamic_radius; // radius of the light ball member
798 lspr[num].dynamic_radius = fvalue; in readlight()