| 18 | } |
| 19 | |
| 20 | void SpawnDynamicLight(int x, int y, int z, short falloff, byte r, byte g, byte b) |
| 21 | { |
| 22 | g_Renderer.AddDynamicPointLight(Vector3(x, y, z), float(falloff * UCHAR_MAX), Color(r / (float)CHAR_MAX, g / (float)CHAR_MAX, b / (float)CHAR_MAX), false); |
| 23 | } |
| 24 | |
| 25 | void SpawnDynamicFogBulb(const Vector3& pos, short radius, short density, const Color& color, int hash) |
| 26 | { |
no test coverage detected