add a floodlightDirectionScale value to the _floodlight key too (whatever it does)
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@ -4047,8 +4047,9 @@ void SetupFloodLight( void )
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v1=v2=v3=0;
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v4=floodlightDistance;
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v5=floodlightIntensity;
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v6=floodlightDirectionScale;
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sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
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sscanf( value, "%lf %lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
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floodlightRGB[0]=v1;
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floodlightRGB[1]=v2;
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@ -4061,9 +4062,11 @@ void SetupFloodLight( void )
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if (v4<1) v4=1024;
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if (v5<1) v5=128;
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if (v6<0) v6=1;
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floodlightDistance=v4;
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floodlightIntensity=v5;
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floodlightDirectionScale=v6;
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floodlighty = qtrue;
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Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
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@ -4342,7 +4345,7 @@ void FloodLightRawLightmap( int rawLightmapNum )
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/* global pass */
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if (floodlighty && floodlightIntensity)
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FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
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FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, floodlightDirectionScale);
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/* custom pass */
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if (lm->floodlightIntensity)
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@ -2229,6 +2229,7 @@ Q_EXTERN qboolean floodlight_lowquality Q_ASSIGN( qfalse );
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Q_EXTERN vec3_t floodlightRGB;
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Q_EXTERN float floodlightIntensity Q_ASSIGN( 512.0f );
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Q_EXTERN float floodlightDistance Q_ASSIGN( 1024.0f );
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Q_EXTERN float floodlightDirectionScale Q_ASSIGN( 1.0f );
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Q_EXTERN qboolean dump Q_ASSIGN( qfalse );
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Q_EXTERN qboolean debug Q_ASSIGN( qfalse );
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