Cube  Diff

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// worldlight.cpp

#include "cube.h"

#import "DynamicEntity.h"

extern bool hasoverbright;

VAR(lightscale, 1, 4, 100);

void
lightray(float bx, float by,
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		blockpaste(*backup);
		free(backup);
	}
}

void
dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach, int strength,
    dynent *owner)
    DynamicEntity *owner)
{
	if (!reach)
		reach = dynlight;
	if (owner->monsterstate)
	if (owner.monsterstate)
		reach = reach / 2;
	if (!reach)
		return;
	if (v.x < 0 || v.y < 0 || v.x > ssize || v.y > ssize)
		return;

	int creach = reach + 16; // dependant on lightray random offsets!