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Abyss of Pandemonium uses global ambient light a lot, but doesn't specify it in every map (nothing extracting entities and adding a reasonable value can't fix). I imagine some further tweaking will be needed. |
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.. | ||
cl_chase.c | ||
cl_effects.c | ||
cl_entities.c | ||
cl_input.c | ||
cl_light.c | ||
cl_particles.c | ||
cl_temp_entities.c | ||
cl_view.c | ||
cl_world.c | ||
default_input.plist | ||
hud.c | ||
locs.c | ||
Makemodule.am | ||
old_keys.c |