mirror of
https://github.com/DrBeef/Raze.git
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284 lines
7.9 KiB
C++
284 lines
7.9 KiB
C++
#pragma once
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#include "c_cvars.h"
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//#include "actor.h"
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#include "cycler.h"
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//#include "g_levellocals.h"
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#include "tflags.h"
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struct side_t;
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struct seg_t;
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class FSerializer;
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struct FSectionLine;
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enum ELightType
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{
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PointLight,
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PulseLight,
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FlickerLight,
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RandomFlickerLight,
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SectorLight,
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DummyLight,
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ColorPulseLight,
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ColorFlickerLight,
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RandomColorFlickerLight
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};
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enum
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{
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LIGHT_RED = 0,
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LIGHT_GREEN = 1,
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LIGHT_BLUE = 2,
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LIGHT_INTENSITY = 3,
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LIGHT_SECONDARY_INTENSITY = 4,
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};
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enum LightFlag
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{
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LF_SUBTRACTIVE = 1,
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LF_ADDITIVE = 2,
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LF_DONTLIGHTSELF = 4,
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LF_ATTENUATE = 8,
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LF_NOSHADOWMAP = 16,
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LF_DONTLIGHTACTORS = 32,
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LF_SPOT = 64
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};
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typedef TFlags<LightFlag> LightFlags;
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DEFINE_TFLAGS_OPERATORS(LightFlags)
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//==========================================================================
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//
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// Light definitions
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//
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//==========================================================================
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#if 0
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class FLightDefaults
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{
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public:
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FLightDefaults(FName name, ELightType type = PointLight)
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{
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m_Name = name;
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m_type = type;
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}
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void ApplyProperties(FDynamicLight * light) const;
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FName GetName() const { return m_Name; }
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void SetParameter(double p) { m_Param = p; }
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void SetArg(int arg, int val) { m_Args[arg] = val; }
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int GetArg(int arg) { return m_Args[arg]; }
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uint8_t GetAttenuate() const { return m_attenuate; }
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void SetOffset(float* ft) { m_Pos.X = ft[0]; m_Pos.Z = ft[1]; m_Pos.Y = ft[2]; }
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void SetSubtractive(bool subtract) { if (subtract) m_lightFlags |= LF_SUBTRACTIVE; else m_lightFlags &= ~LF_SUBTRACTIVE; }
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void SetAdditive(bool add) { if (add) m_lightFlags |= LF_ADDITIVE; else m_lightFlags &= ~LF_ADDITIVE; }
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void SetDontLightSelf(bool add) { if (add) m_lightFlags |= LF_DONTLIGHTSELF; else m_lightFlags &= ~LF_DONTLIGHTSELF; }
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void SetAttenuate(bool on) { m_attenuate = on; if (on) m_lightFlags |= LF_ATTENUATE; else m_lightFlags &= ~LF_ATTENUATE; }
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void SetDontLightActors(bool on) { if (on) m_lightFlags |= LF_DONTLIGHTACTORS; else m_lightFlags &= ~LF_DONTLIGHTACTORS; }
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void SetNoShadowmap(bool on) { if (on) m_lightFlags |= LF_NOSHADOWMAP; else m_lightFlags &= ~LF_NOSHADOWMAP; }
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void SetSpot(bool spot) { if (spot) m_lightFlags |= LF_SPOT; else m_lightFlags &= ~LF_SPOT; }
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void SetSpotInnerAngle(double angle) { m_spotInnerAngle = angle; }
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void SetSpotOuterAngle(double angle) { m_spotOuterAngle = angle; }
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void SetSpotPitch(double pitch)
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{
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m_pitch = pitch;
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m_explicitPitch = true;
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}
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void UnsetSpotPitch()
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{
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m_pitch = 0.;
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m_explicitPitch = false;
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}
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void SetType(ELightType type) { m_type = type; }
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void CopyFrom(const FLightDefaults &other)
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{
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auto n = m_Name;
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*this = other;
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m_Name = n;
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}
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void SetFlags(LightFlags lf)
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{
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m_lightFlags = lf;
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m_attenuate = !!(m_lightFlags & LF_ATTENUATE);
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}
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static void SetAttenuationForLevel(bool);
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void OrderIntensities()
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{
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if (m_Args[LIGHT_INTENSITY] > m_Args[LIGHT_SECONDARY_INTENSITY])
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{
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std::swap(m_Args[LIGHT_INTENSITY], m_Args[LIGHT_SECONDARY_INTENSITY]);
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m_swapped = true;
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}
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}
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protected:
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FName m_Name = NAME_None;
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int m_Args[5] = { 0,0,0,0,0 };
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double m_Param = 0;
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DVector3 m_Pos = { 0,0,0 };
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int m_type;
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int8_t m_attenuate = -1;
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LightFlags m_lightFlags = 0;
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bool m_swapped = false;
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bool m_spot = false;
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bool m_explicitPitch = false;
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DAngle m_spotInnerAngle = 10.0;
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DAngle m_spotOuterAngle = 25.0;
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DAngle m_pitch = 0.0;
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friend FSerializer &Serialize(FSerializer &arc, const char *key, FLightDefaults &value, FLightDefaults *def);
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};
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FSerializer &Serialize(FSerializer &arc, const char *key, TDeletingArray<FLightDefaults *> &value, TDeletingArray<FLightDefaults *> *def);
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#endif
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//==========================================================================
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//
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// Light associations (intermediate parser data)
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//
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//==========================================================================
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class FLightAssociation
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{
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public:
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//FLightAssociation();
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FLightAssociation(FName actorName, const char *frameName, FName lightName)
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: m_ActorName(actorName), m_AssocLight(lightName)
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{
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strncpy(m_FrameName, frameName, 8);
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}
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FName ActorName() { return m_ActorName; }
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const char *FrameName() { return m_FrameName; }
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FName Light() { return m_AssocLight; }
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void ReplaceLightName(FName newName) { m_AssocLight = newName; }
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protected:
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char m_FrameName[8];
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FName m_ActorName, m_AssocLight;
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};
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//==========================================================================
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//
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// Light associations per actor class
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//
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//==========================================================================
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#if 0
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class FInternalLightAssociation
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{
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public:
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FInternalLightAssociation(FLightAssociation * asso);
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int Sprite() const { return m_sprite; }
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int Frame() const { return m_frame; }
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const FLightDefaults *Light() const { return m_AssocLight; }
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protected:
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int m_sprite;
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int m_frame;
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FLightDefaults * m_AssocLight;
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};
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#endif
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#if 0
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struct FLightNode
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{
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FLightNode ** prevTarget;
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FLightNode * nextTarget;
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FLightNode ** prevLight;
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FLightNode * nextLight;
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FDynamicLight * lightsource;
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union
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{
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side_t * targLine;
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subsector_t * targSubsector;
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void * targ;
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};
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};
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#endif
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#if 0
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struct FDynamicLight
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{
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friend class FLightDefaults;
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inline DVector3 PosRelative(int portalgroup) const
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{
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return Pos + Level->Displacements.getOffset(Sector->PortalGroup, portalgroup);
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}
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bool ShouldLightActor(AActor *check)
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{
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return visibletoplayer && IsActive() && (!((*pLightFlags) & LF_DONTLIGHTSELF) || target != check) && !((*pLightFlags) & LF_DONTLIGHTACTORS);
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}
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void SetOffset(const DVector3 &pos)
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{
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m_off = pos;
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}
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bool IsActive() const { return m_active; }
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float GetRadius() const { return (IsActive() ? m_currentRadius * 2.f : 0.f); }
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int GetRed() const { return pArgs[LIGHT_RED]; }
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int GetGreen() const { return pArgs[LIGHT_GREEN]; }
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int GetBlue() const { return pArgs[LIGHT_BLUE]; }
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int GetIntensity() const { return pArgs[LIGHT_INTENSITY]; }
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int GetSecondaryIntensity() const { return pArgs[LIGHT_SECONDARY_INTENSITY]; }
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bool IsSubtractive() const { return !!((*pLightFlags) & LF_SUBTRACTIVE); }
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bool IsAdditive() const { return !!((*pLightFlags) & LF_ADDITIVE); }
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bool IsSpot() const { return !!((*pLightFlags) & LF_SPOT); }
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bool IsAttenuated() const { return !!((*pLightFlags) & LF_ATTENUATE); }
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bool DontShadowmap() const { return !!((*pLightFlags) & LF_NOSHADOWMAP); }
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bool DontLightSelf() const { return !!((*pLightFlags) & (LF_DONTLIGHTSELF|LF_DONTLIGHTACTORS)); } // dontlightactors implies dontlightself.
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bool DontLightActors() const { return !!((*pLightFlags) & LF_DONTLIGHTACTORS); }
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void Deactivate() { m_active = false; }
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void Activate();
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void SetActor(AActor *ac, bool isowned) { target = ac; owned = isowned; }
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double X() const { return Pos.X; }
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double Y() const { return Pos.Y; }
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double Z() const { return Pos.Z; }
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void Tick();
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void UpdateLocation();
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void LinkLight();
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void UnlinkLight();
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void ReleaseLight();
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private:
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double DistToSeg(const DVector3 &pos, vertex_t *start, vertex_t *end);
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void CollectWithinRadius(const DVector3 &pos, FSection *section, float radius);
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public:
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FCycler m_cycler;
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DVector3 Pos;
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DVector3 m_off;
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// This date can either come from the owning actor or from a light definition
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// To avoid having to copy these around every tic, these are pointers to the source data.
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const DAngle *pSpotInnerAngle;
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const DAngle *pSpotOuterAngle;
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const DAngle *pPitch; // This is to handle pitch overrides through GLDEFS, it can either point to the target's pitch or the light definition.
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const int *pArgs;
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const LightFlags *pLightFlags;
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double specialf1;
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FDynamicLight *next, *prev;
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sector_t *Sector;
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FLevelLocals *Level;
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TObjPtr<AActor *> target;
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FLightNode * touching_sides;
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FLightNode * touching_sector;
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float radius; // The maximum size the light can be with its current settings.
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float m_currentRadius; // The current light size.
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int m_tickCount;
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int m_lastUpdate;
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int mShadowmapIndex;
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bool m_active;
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bool visibletoplayer;
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bool shadowmapped;
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uint8_t lighttype;
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bool owned;
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bool swapped;
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bool explicitpitch;
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};
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#endif
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