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- added UDMF properties for spotlights (args have all been used up for dynlights)
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@ -371,6 +371,8 @@ struct FMapThing
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int16_t roll;
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uint32_t RenderStyle;
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int FloatbobPhase;
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double SpotInnerAngle;
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double SpotOuterAngle;
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};
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@ -108,6 +108,7 @@
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#include "a_morph.h"
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#include "events.h"
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#include "actorinlines.h"
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#include "a_dynlight.h"
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// MACROS ------------------------------------------------------------------
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@ -6001,6 +6002,8 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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}
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}
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// spawn it
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double sz;
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@ -6087,6 +6090,14 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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mobj->fillcolor = (mthing->fillcolor & 0xffffff) | (ColorMatcher.Pick((mthing->fillcolor & 0xff0000) >> 16,
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(mthing->fillcolor & 0xff00) >> 8, (mthing->fillcolor & 0xff)) << 24);
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if (i->IsDescendantOf(RUNTIME_CLASS(ADynamicLight)))
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{
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if (mthing->SpotInnerAngle != 0)
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((ADynamicLight*)mobj)->SpotInnerAngle = mthing->SpotInnerAngle;
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if (mthing->SpotOuterAngle != 0)
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((ADynamicLight*)mobj)->SpotOuterAngle = mthing->SpotOuterAngle;
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}
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mobj->CallBeginPlay ();
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if (!(mobj->ObjectFlags & OF_EuthanizeMe))
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{
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@ -109,6 +109,11 @@ DoomEdNums
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9832 = PointLightFlickerAttenuated
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9833 = SectorPointLightAttenuated
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9834 = PointLightFlickerRandomAttenuated
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9840 = SpotLight
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9841 = SpotLightPulse
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9842 = SpotLightFlicker
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9843 = SectorSpotLight
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9844 = SpotLightFlickerRandom
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9982 = SecActEyesAboveC
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9983 = SecActEyesBelowC
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9988 = CustomSprite
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@ -205,6 +205,46 @@ class PointLightFlickerRandomAttenuated :PointLightFlickerRandom
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}
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}
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class SpotLight : DynamicLight
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{
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Default
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{
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DynamicLight.Type "Point";
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+DYNAMICLIGHT.SPOT
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}
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}
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class SpotLightPulse : SpotLight
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{
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Default
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{
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DynamicLight.Type "Pulse";
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}
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}
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class SpotLightFlicker : SpotLight
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{
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Default
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{
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DynamicLight.Type "Flicker";
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}
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}
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class SectorSpotLight : SpotLight
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{
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Default
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{
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DynamicLight.Type "Sector";
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}
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}
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class SpotLightFlickerRandom : SpotLight
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{
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Default
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{
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DynamicLight.Type "RandomFlicker";
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}
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}
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class VavoomLight : DynamicLight
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{
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