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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.
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95679c36b2
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a2065cae4b
4 changed files with 1 additions and 5 deletions
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@ -75,8 +75,6 @@ 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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@ -859,6 +857,7 @@ 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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@ -6,7 +6,6 @@
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EXTERN_CVAR(Bool, r_dynlights)
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EXTERN_CVAR(Bool, gl_lights)
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EXTERN_CVAR(Bool, gl_attachedlights)
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struct side_t;
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struct seg_t;
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@ -16,7 +16,6 @@ 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_light_sprites);
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EXTERN_CVAR (Bool, gl_light_particles);
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@ -2260,7 +2260,6 @@ 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 "$GLLIGHTMNU_LIGHTSPRITES", gl_light_sprites, "YesNo"
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Option "$GLLIGHTMNU_LIGHTPARTICLES", gl_light_particles, "YesNo"
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Option "$GLLIGHTMNU_LIGHTSHADOWMAP", gl_light_shadowmap, "YesNo"
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