Handle Half-Life 1 styled point light info
This adds support for the vector version of _light, where the first 3 values are the color and the alpha is the intensity. Signed-off-by: Joshua Ashton <joshua@froggi.es>
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1 changed files with 23 additions and 8 deletions
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@ -542,10 +542,30 @@ void CreateEntityLights( void ){
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Sys_FPrintf( SYS_WRN, "WARNING: Styled light found targeting %s\n **", target );
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}
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/* default to white color values */
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light->color[ 0 ] =
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light->color[ 1 ] =
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light->color[ 2 ] = 1.0f;
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/* set light intensity */
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intensity = FloatForKey( e, "_light" );
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if ( intensity == 0.0f ) {
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intensity = FloatForKey( e, "light" );
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_color = ValueForKey( e, "_light" );
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if ( _color && _color[0] ) {
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/* Handle Half-Life styled _light values which
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* contain color. Otherwise, fallback to _light
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* being a single float for intensity
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*/
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if ( sscanf( _color, "%f %f %f %f", &light->color[ 0 ], &light->color[ 1 ], &light->color[ 2 ], &intensity ) == 4 ) {
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light->color[ 0 ] /= 255;
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light->color[ 1 ] /= 255;
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light->color[ 2 ] /= 255;
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intensity /= 4;
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}
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else {
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intensity = FloatForKey( e, "_light" );
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if ( intensity == 0.0f ) {
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intensity = FloatForKey( e, "light" );
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}
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}
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}
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if ( intensity == 0.0f ) {
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intensity = 300.0f;
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@ -629,11 +649,6 @@ void CreateEntityLights( void ){
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/*if ( !( light->flags & LIGHT_UNNORMALIZED ) ) {
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ColorNormalize( light->color, light->color );
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}*/
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} else {
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/* default to white color values */
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light->color[ 0 ] =
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light->color[ 1 ] =
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light->color[ 2 ] = 1.0f;
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}
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}
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