void CloseLights() { int i; for(i = 0;i < GL_MAX_LIGHTS;i++) { FreeLight(&LightList[i]); } }
REPEAT(MAX_LIGHTS, i) { Light* light = &world->lights[i]; if(light->active) { Error("Light #%d (%p) was still active when the world was destroyed.", i, light); FreeLight(light); } }