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- fixed: RecreateAllAttachedLights must activate the lights it creates.
This also removes the gl_attachedlights CVAR because with the new management this doesn't really work anymore. # Conflicts: # src/gl/system/gl_cvars.h # wadsrc/static/menudef.txt
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4 changed files with 1 additions and 5 deletions
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@ -87,8 +87,6 @@ CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOIN
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else AActor::DeleteAllAttachedLights();
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}
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CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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//==========================================================================
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//
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//==========================================================================
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@ -872,6 +870,7 @@ void AActor::RecreateAllAttachedLights()
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if (a->IsKindOf(NAME_DynamicLight))
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{
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::AttachLight(a);
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::ActivateLight(a);
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}
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else
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{
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@ -5,7 +5,6 @@
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#include "g_levellocals.h"
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EXTERN_CVAR(Bool, gl_lights)
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EXTERN_CVAR(Bool, gl_attachedlights)
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class FSerializer;
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@ -22,7 +22,6 @@ EXTERN_CVAR(Bool, gl_usefb)
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EXTERN_CVAR(Int, gl_weaponlight)
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EXTERN_CVAR (Bool, gl_lights);
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EXTERN_CVAR (Bool, gl_attachedlights);
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EXTERN_CVAR (Bool, gl_lights_checkside);
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EXTERN_CVAR (Bool, gl_light_sprites);
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EXTERN_CVAR (Bool, gl_light_particles);
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@ -2295,7 +2295,6 @@ OptionMenu "GLLightOptions" protected
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Title "$GLLIGHTMNU_TITLE"
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Option "$TCMNU_DYNLIGHTS", "r_dynlights", "OnOff"
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Option "$GLLIGHTMNU_LIGHTSENABLED", gl_lights, "OnOff"
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Option "$GLLIGHTMNU_LIGHTDEFS", gl_attachedlights, "YesNo"
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Option "$GLLIGHTMNU_CLIPLIGHTS", gl_lights_checkside, "YesNo"
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Option "$GLLIGHTMNU_LIGHTSPRITES", gl_light_sprites, "YesNo"
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Option "$GLLIGHTMNU_LIGHTPARTICLES", gl_light_particles, "YesNo"
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