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https://github.com/ZDoom/gzdoom-gles.git
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- More castings.
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parent
18bf8d65ba
commit
47c9fce26a
1 changed files with 6 additions and 6 deletions
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@ -87,15 +87,15 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
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if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct;
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if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct;
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DVector2 offset = Displacements.getOffset(fromgroup, togroup);
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DVector2 offset = Displacements.getOffset(fromgroup, togroup);
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L = FVector3(x - light->X() - offset.X, y - light->Y() - offset.Y, z - light->Z());
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L = FVector3(x - (float)(light->X() + offset.X), y - (float)(light->Y() + offset.Y), z - (float)light->Z());
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}
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}
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else
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else
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{
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{
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direct:
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direct:
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L = FVector3(x - light->X(), y - light->Y(), z - light->Z());
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L = FVector3(x - (float)light->X(), y - (float)light->Y(), z - (float)light->Z());
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}
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}
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dist = L.LengthSquared();
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dist = (float)L.LengthSquared();
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radius = light->GetRadius();
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radius = light->GetRadius();
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if (dist < radius * radius)
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if (dist < radius * radius)
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@ -124,7 +124,7 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
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lb = light->GetBlue() / 255.0f;
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lb = light->GetBlue() / 255.0f;
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if (light->IsSubtractive())
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if (light->IsSubtractive())
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{
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{
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float bright = FVector3(lr, lg, lb).Length();
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float bright = (float)FVector3(lr, lg, lb).Length();
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FVector3 lightColor(lr, lg, lb);
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FVector3 lightColor(lr, lg, lb);
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lr = (bright - lr) * -1;
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lr = (bright - lr) * -1;
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lg = (bright - lg) * -1;
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lg = (bright - lg) * -1;
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@ -146,11 +146,11 @@ void gl_SetDynSpriteLight(AActor *thing, particle_t *particle)
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{
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{
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if (thing != NULL)
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if (thing != NULL)
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{
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{
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gl_SetDynSpriteLight(thing, thing->X(), thing->Y(), thing->Center(), thing->subsector);
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gl_SetDynSpriteLight(thing, (float)thing->X(), (float)thing->Y(), (float)thing->Center(), thing->subsector);
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}
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}
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else if (particle != NULL)
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else if (particle != NULL)
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{
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{
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gl_SetDynSpriteLight(NULL, particle->Pos.X, particle->Pos.Y, particle->Pos.Z, particle->subsector);
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gl_SetDynSpriteLight(NULL, (float)particle->Pos.X, (float)particle->Pos.Y, (float)particle->Pos.Z, particle->subsector);
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}
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}
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}
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}
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