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- removed all uses of BYTE as function return value or functio parameter from the dynamic light code.
These were truncating the actual light values.
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1515ab8f4a
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2 changed files with 5 additions and 5 deletions
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@ -266,7 +266,7 @@ void ADynamicLight::Tick()
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case FlickerLight:
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{
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BYTE rnd = randLight();
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int rnd = randLight();
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float pct = specialf1 / 360.f;
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m_currentRadius = float(args[LIGHT_INTENSITY + (rnd >= pct * 255)]);
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@ -293,7 +293,7 @@ void ADynamicLight::Tick()
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// These need some more work elsewhere
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case ColorFlickerLight:
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{
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BYTE rnd = randLight();
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int rnd = randLight();
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float pct = specialf1/360.f;
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m_currentRadius = m_Radius[rnd >= pct * 255];
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@ -126,8 +126,8 @@ public:
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void ApplyProperties(ADynamicLight * light) const;
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FName GetName() const { return m_Name; }
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void SetParameter(double p) { m_Param = p; }
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void SetArg(int arg, BYTE val) { m_Args[arg] = val; }
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BYTE GetArg(int arg) { return m_Args[arg]; }
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void SetArg(int arg, int val) { m_Args[arg] = val; }
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int GetArg(int arg) { return m_Args[arg]; }
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uint8_t GetAttenuate() const { return m_attenuate; }
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void SetOffset(float* ft) { m_Pos.X = ft[0]; m_Pos.Z = ft[1]; m_Pos.Y = ft[2]; }
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void SetSubtractive(bool subtract) { m_subtractive = subtract; }
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@ -648,7 +648,7 @@ void gl_ParseFlickerLight2(FScanner &sc)
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}
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if (defaults->GetArg(LIGHT_SECONDARY_INTENSITY) < defaults->GetArg(LIGHT_INTENSITY))
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{
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BYTE v = defaults->GetArg(LIGHT_SECONDARY_INTENSITY);
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int v = defaults->GetArg(LIGHT_SECONDARY_INTENSITY);
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defaults->SetArg(LIGHT_SECONDARY_INTENSITY, defaults->GetArg(LIGHT_INTENSITY));
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defaults->SetArg(LIGHT_INTENSITY, v);
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}
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