| Functions | |
| void | LoadProperties (const char *filename) | 
| Load the lighting properties database from the specified file.  More... | |
| int | parse_attenuation (const char *arg) | 
| Parse the light attenuation style from a string.  More... | |
| void | parse_color (const char *str, vec3_t color) | 
| Parse an RGB color vector from a string.  More... | |
| float | parse_float (const char *str) | 
| Parse a float from a string.  More... | |
| float | parse_light (const char *str, vec3_t color) | 
| Parse a light intensity/color specification.  More... | |
| int | parse_noise (const char *arg) | 
| Parse the light's noise type from a string.  More... | |
| void | parse_vector (const char *str, vec3_t vec) | 
| Parse a vector from a string.  More... | |
| void | set_properties (entity_t *ent, struct plitem_s *dict) | 
| Set the light entity's lighting values based on its fields and the loaded lighting properties database.  More... | |
| void | set_sun_properties (entity_t *ent, struct plitem_s *dict) | 
| Set the world entity's sun values based on its fields and the loaded lighting properties database.  More... | |
| void LoadProperties | ( | const char * | filename | ) | 
Load the lighting properties database from the specified file.
The lighting properties database is a Property List. The property list must be a dictionary of dictionaries. The outer dictionary is keyed by the light entity's _light_name field or classname field (_light_name overrides classname so lights of the same class can have different properties). If a "default" key is provided, that will be used as default settings for all lights that don't find an entry via _light_name or classname.
The inner dictionary is keyed by the fields of the entity (see set_properties), and all values must be strings.
| filename | The path to the lighting properties database. | 
Parse the light attenuation style from a string.
Valid attenuations:
linear id style. The light level falls off linearly from "light" at 0 to 0 at distance "light". radius Similar to linear, but the cut-off distance is at "radius" inverse 1/r attenuation realistic 1/(r*r) (inverse-square) attenuation none No attenuation. The level is always "light". havoc Like realistic, but with a cut-off (FIXME, math?)| arg | The string holding the attenuation style. | 
Parse an RGB color vector from a string.
The RGB values are normalized such that the magnitude of the largest component is 1.0. The signs of all components are preserved.
| str | The string holding the RGB color vector. | 
| color | The destination vector into which the RGB values will be written. | 
| float parse_float | ( | const char * | str | ) | 
Parse a float from a string.
| str | The string holding the float. | 
Parse a light intensity/color specification.
There are three possible specification formats:
| str | The string holding the light specification. | 
| color | The destination vector into which the RGB values will be written. | 
Parse the light's noise type from a string.
Valid noise types:
random completely random noise (default) smooth low res noise with interpolation perlin combines several noise frequencies (Perlin noise). Parse a vector from a string.
| str | The string holding the float. | 
| vec | The destination vector into which the vector values will be written. | 
| void set_properties | ( | entity_t * | ent, | 
| struct plitem_s * | dict | ||
| ) | 
Set the light entity's lighting values based on its fields and the loaded lighting properties database.
The database is loaded via LoadProperties().
If the entity has a key named "_light_name", then the value will be used to select a set of default properties from the database.
Should that fail (either no "_light_name" key, or no properties with the given name), then the entity's classname is used.
Should that fail, the set of properties named "default" will be used.
If no set of properties can be found in the database, then the database will be ignored.
Supported properties:
light see parse_light style light style: 0-254 angle spotlight con angle in degress. defaults to 20 wait light "falloff". defaults to 1.0 lightradius size of light. interacts with falloff for distance clipping (?). defaults to 0 color see parse_color attenuation see parse_attenuation radius the range of the light. noise noise intensity (?) noisetype see parse_noise persistence noise parameter resolution noise parameter| ent | The entity for which to set the lighting values. | 
| dict | A dictionary property list item representing the fields of the entity. Values specified in dict will override those specified in the database. | 
| void set_sun_properties | ( | entity_t * | ent, | 
| struct plitem_s * | dict | ||
| ) | 
Set the world entity's sun values based on its fields and the loaded lighting properties database.
The database is loaded via LoadProperties().
If a set of properties named "worldspawn" is in the database, the it will be used for default values, otherwise the database will be ignored.
Supported properties:
sunlight see parse_light sunlight2 see parse_light sunlight3 see parse_light sunlight_color see parse_color sunlight_color2 see parse_color sunlight_color3 see parse_color sun_mangle see parse_vector| ent | The entity for which to set the lighting values. | 
| dict | A dictionary property list item representing the fields of the entity. Values specified in dict will override those specified in the database. |