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02c3b3613f
- for explicitly defined glows, use the one for the current animation frame, if an animated texture is active. For default glows it will still use the base texture's to avoid inconsistencies.
11 lines
263 B
C
11 lines
263 B
C
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#ifndef __GL_GLOW
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#define __GL_GLOW
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struct sector_t;
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void gl_InitGlow(const char * lumpnm);
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int gl_CheckSpriteGlow(sector_t *sec, int lightlevel, const DVector3 &pos);
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bool gl_GetWallGlow(sector_t *sector, float *topglowcolor, float *bottomglowcolor);
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#endif
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