light: accept _sunlight_mangle as an alternative for _sun_mangle
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@ -404,7 +404,7 @@ LoadEntities(const bsp2_t *bsp)
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normalize_color_format(entity->light.color);
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} else if (!strcmp(key, "_sunlight"))
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sunlight.light = atof(com_token);
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else if (!strcmp(key, "_sun_mangle")) {
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else if (!strcmp(key, "_sunlight_mangle") || !strcmp(key, "_sun_mangle")) {
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scan_vec3(vec, com_token, "_sun_mangle");
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vec_from_mangle(sunvec, vec);
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VectorNormalize(sunvec);
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@ -80,7 +80,7 @@ Set the brightness of the sunlight coming from an unseen sun in the sky. Sky
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brushes (or more accurately bsp leafs with sky contents) will emit sunlight at
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an angle specified by the "_sun_mangle" key. Default 0.
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.IP "\fB""_sun_mangle"" ""x y z""\fP"
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.IP "\fB""_sunlight_mangle"" ""x y z""\fP | \fB""_sun_mangle"" ""x y z""\fP"
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Specifies the direction of sunlight using yaw(x), pitch(y) and roll(z) in
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degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and
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pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll
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