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- Duke/RR: removed all in-game assignments to g_visibility.
These are remnants of the software renderer which used it to calculate light fading but with the current hardware renderers none of these ever reach the renderer, the values are never used.
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3 changed files with 0 additions and 27 deletions
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@ -563,7 +563,6 @@ void thunder(void)
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{
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if (testgotpic(RRTILE2577, true))
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{
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g_visibility = 256; // this is an engine variable
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if (krand() > 65000)
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{
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thunderflash = 1;
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@ -573,7 +572,6 @@ void thunder(void)
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}
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else
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{
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g_visibility = p->visibility;
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brightness = ud.brightness >> 2;
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}
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}
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@ -585,7 +583,6 @@ void thunder(void)
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thunderflash = 0;
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brightness = ud.brightness >> 2;
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thunder_brightness = brightness;
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g_visibility = p->visibility;
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}
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}
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if (!winderflash)
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@ -620,24 +617,6 @@ void thunder(void)
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{
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r1 = krand() & 4;
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brightness += r1;
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switch (r1)
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{
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case 0:
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g_visibility = 2048;
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break;
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case 1:
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g_visibility = 1024;
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break;
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case 2:
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g_visibility = 512;
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break;
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case 3:
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g_visibility = 256;
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break;
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default:
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g_visibility = 4096;
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break;
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}
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if (brightness > 8)
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brightness = 0;
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thunder_brightness = brightness;
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@ -2558,8 +2558,6 @@ static void operateweapon(int snum, ESyncBits actions)
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if (p->cursector->lotag != 2)
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{
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p->ammo_amount[FLAMETHROWER_WEAPON]--;
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if (snum == screenpeek)
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g_visibility = 0;
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fi.shoot(pact, FIREBALL);
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}
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checkavailweapon(p);
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@ -768,10 +768,6 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
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}
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}
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thunder_brightness = 0;
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if (!thunderon)
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{
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g_visibility = p->visibility;
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}
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}
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