ent_nextlight (ENTITY*,var num);
A7.20 Returns a pointer to the next light emitting entity
 in range of the given entity.
A7.82 Copies light data into the hit struct.
Parameters:
			
        
        
ENTITY* - Entity pointer 
num - Number of the light (1..7), with 1 the closest and 7 the furthest light in range. 
Returns
			
		
ENTITY* - Pointer to the light emitting entity, or A7.82  level_ent for a level-placed dynamic light or the sun, or NULL when no more light was in range.
Speed:
			
		
Fast
  
Modifies: A7.82 
hit.x y z - set to the light position.
hit.nx ny nz - set to the light direction.
 hit.blue green red - set to the light color.
hit.entity - set to the light emitting entity, or to NULL if it's a light placed in the level. 
hit.model - pointer to the D3DLIGHT9 struct of the light.
              Remarks:
            
              - Due to the DirectX vertex-based lighting 
              algorithm, lights can affect objects even slightly outside the lightrange.
              
              
              
              
              
 
            
Example (lite-C):
			
function extinguish_closest_light()
{
   int i;
   for (i=1; i<8; i++) {   
     ENTITY* light = ent_nextlight(my,i); // find closest light that is not WED-placed...
     if (light == level_ent) continue;
     if (!light) break;
   }
   if (light && light != level_ent) 
     light.lightrange = 0; // and extinguish it 
} 
See also:
  
ent_next, ent_pvs, lightrange, vecLightPos,
 view_to_light
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