- Nash's force fake contrast submission.

This commit is contained in:
Christoph Oelckers 2014-12-26 13:43:49 +01:00
parent 14d7b8b777
commit 4f383e5aa7
4 changed files with 27 additions and 1 deletions

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@ -1287,6 +1287,7 @@ void G_InitLevelLocals ()
level.teamdamage = teamdamage; level.teamdamage = teamdamage;
level.flags = 0; level.flags = 0;
level.flags2 = 0; level.flags2 = 0;
level.flags3 = 0;
info = FindLevelInfo (level.MapName); info = FindLevelInfo (level.MapName);
@ -1340,6 +1341,7 @@ void G_InitLevelLocals ()
level.clusterflags = clus ? clus->flags : 0; level.clusterflags = clus ? clus->flags : 0;
level.flags |= info->flags; level.flags |= info->flags;
level.flags2 |= info->flags2; level.flags2 |= info->flags2;
level.flags3 |= info->flags3;
level.levelnum = info->levelnum; level.levelnum = info->levelnum;
level.Music = info->Music; level.Music = info->Music;
level.musicorder = info->musicorder; level.musicorder = info->musicorder;

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@ -216,6 +216,9 @@ enum ELevelFlags
LEVEL2_ENDGAME = 0x20000000, // This is an epilogue level that cannot be quit. LEVEL2_ENDGAME = 0x20000000, // This is an epilogue level that cannot be quit.
LEVEL2_NOAUTOSAVEHINT = 0x40000000, // tell the game that an autosave for this level does not need to be kept LEVEL2_NOAUTOSAVEHINT = 0x40000000, // tell the game that an autosave for this level does not need to be kept
LEVEL2_FORGETSTATE = 0x80000000, // forget this map's state in a hub LEVEL2_FORGETSTATE = 0x80000000, // forget this map's state in a hub
// More flags!
LEVEL3_FORCEFAKECONTRAST = 0x00000001, // forces fake contrast even with fog enabled
}; };
@ -285,6 +288,8 @@ struct level_info_t
int sucktime; int sucktime;
DWORD flags; DWORD flags;
DWORD flags2; DWORD flags2;
DWORD flags3;
FString Music; FString Music;
FString LevelName; FString LevelName;
SBYTE WallVertLight, WallHorizLight; SBYTE WallVertLight, WallHorizLight;
@ -398,6 +403,7 @@ struct FLevelLocals
DWORD flags; DWORD flags;
DWORD flags2; DWORD flags2;
DWORD flags3;
DWORD fadeto; // The color the palette fades to (usually black) DWORD fadeto; // The color the palette fades to (usually black)
DWORD outsidefog; // The fog for sectors with sky ceilings DWORD outsidefog; // The fog for sectors with sky ceilings

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@ -1190,6 +1190,9 @@ enum EMIType
MITYPE_SETFLAG2, MITYPE_SETFLAG2,
MITYPE_CLRFLAG2, MITYPE_CLRFLAG2,
MITYPE_SCFLAGS2, MITYPE_SCFLAGS2,
MITYPE_SETFLAG3,
MITYPE_CLRFLAG3,
MITYPE_SCFLAGS3,
MITYPE_COMPATFLAG, MITYPE_COMPATFLAG,
}; };
@ -1275,6 +1278,7 @@ MapFlagHandlers[] =
{ "rememberstate", MITYPE_CLRFLAG2, LEVEL2_FORGETSTATE, 0 }, { "rememberstate", MITYPE_CLRFLAG2, LEVEL2_FORGETSTATE, 0 },
{ "unfreezesingleplayerconversations",MITYPE_SETFLAG2, LEVEL2_CONV_SINGLE_UNFREEZE, 0 }, { "unfreezesingleplayerconversations",MITYPE_SETFLAG2, LEVEL2_CONV_SINGLE_UNFREEZE, 0 },
{ "spawnwithweaponraised", MITYPE_SETFLAG2, LEVEL2_PRERAISEWEAPON, 0 }, { "spawnwithweaponraised", MITYPE_SETFLAG2, LEVEL2_PRERAISEWEAPON, 0 },
{ "forcefakecontrast", MITYPE_SETFLAG3, LEVEL3_FORCEFAKECONTRAST, 0 },
{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes { "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
{ "compat_shorttex", MITYPE_COMPATFLAG, COMPATF_SHORTTEX, 0 }, { "compat_shorttex", MITYPE_COMPATFLAG, COMPATF_SHORTTEX, 0 },
{ "compat_stairs", MITYPE_COMPATFLAG, COMPATF_STAIRINDEX, 0 }, { "compat_stairs", MITYPE_COMPATFLAG, COMPATF_STAIRINDEX, 0 },
@ -1372,6 +1376,20 @@ void FMapInfoParser::ParseMapDefinition(level_info_t &info)
info.flags2 = (info.flags2 & handler->data2) | handler->data1; info.flags2 = (info.flags2 & handler->data2) | handler->data1;
break; break;
case MITYPE_SETFLAG3:
info.flags3 |= handler->data1;
info.flags3 |= handler->data2;
break;
case MITYPE_CLRFLAG3:
info.flags3 &= ~handler->data1;
info.flags3 |= handler->data2;
break;
case MITYPE_SCFLAGS3:
info.flags3 = (info.flags3 & handler->data2) | handler->data1;
break;
case MITYPE_COMPATFLAG: case MITYPE_COMPATFLAG:
{ {
int set = 1; int set = 1;

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@ -965,7 +965,7 @@ int side_t::GetLightLevel (bool foggy, int baselight, bool noabsolute, int *pfak
*pfakecontrast = 0; *pfakecontrast = 0;
} }
if (!foggy) // Don't do relative lighting in foggy sectors if (!foggy || level.flags3 & LEVEL3_FORCEFAKECONTRAST) // Don't do relative lighting in foggy sectors
{ {
if (!(Flags & WALLF_NOFAKECONTRAST) && r_fakecontrast != 0) if (!(Flags & WALLF_NOFAKECONTRAST) && r_fakecontrast != 0)
{ {