light_dynamic: normalize color values for static dlights

This commit is contained in:
Marco Cawthorne 2021-06-29 12:16:52 +02:00
parent 9309aef925
commit 767f610e5a

View file

@ -162,33 +162,17 @@ light_dynamic::ReceiveEntity(float flFlags)
classname = "light_dynamic";
}
void
DLight_Restart(void)
{
for (entity b = world; (b = find(b, ::classname, "light_dynamic"));) {
light_dynamic pf = (light_dynamic) b;
pf.RendererRestarted();
print("RELOADED LIGHT!\n");
}
}
void
light_dynamic::RendererRestarted(void)
{
float p = dynamiclight_spawnstatic(origin, m_flDistance, m_vecLight);
float p = dynamiclight_spawnstatic(origin, m_flDistance, m_vecLight / 255);
dynamiclight_set(p, LFIELD_ANGLES, angles);
if (m_flStyle)
dynamiclight_set(p, LFIELD_STYLE, m_flStyle);
if (m_strPattern)
dynamiclight_set(p, LFIELD_STYLESTRING, m_strPattern);
print("I'm a static light! At ");
print(vtos(origin));
print("at a color of ");
print(vtos(m_vecLight));
print(" and an intensity of ");
print(ftos(m_flDistance));
print("!\n");
}
void
light_dynamic::Initialized(void)
@ -200,9 +184,7 @@ light_dynamic::Initialized(void)
return;
}
print("static!\n");
RendererRestarted();
//remove(this);
}
#else
void
@ -409,7 +391,5 @@ light_dynamic::light_dynamic(void)
#endif
}
class dynamic_light:light_dynamic
{
};
/* compatibility for q3map users, stay safe out there */
class dynamic_light:light_dynamic { };