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Emulate the size limit of Doom's lightscale table by capping the value of vis passed to GETPALOOKUP. The end result is that there is a minimum distance around you where light amplification stops and it gets no brighter. Should this scale with visibility? I can't say. So, yeah, it turns out all these years ago, I made this out to be harder than it really is. Fixed: Light levels outside the range [0,255] really do matter. Added FDARI's latest actor pointer submission. Added kgsws's 3D floor textute rotation fix. Added DavidPH's damage type specific damage color submission. Added DavidPH's A_PainAttack extension submission. Fixed: Telefrag damage should not be affected by skill damage factors. Added A_GunFlash extension submission. Added DONTCORPSE submission. Added SEEINVISIBLE submission. Added submission for disabling some new and rather pointless GCC warnings. Fixed: Selecting TiMidity++ as a MIDI device without a working timidity.exe, then switching to a different MIDI device would leave music silent until a new song was started. (The discrepancy between mus_playing.handle and currSong is one which should probably be handled properly at some point.) Fixed: Typo in FClipRect::Intersect() could case bad clipping. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1216 b0f79afe-0144-0410-b225-9a4edf0717df
33 lines
626 B
C++
33 lines
626 B
C++
#ifndef __A_LIGHTNING_H__
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#define __A_LIGHTNING_H__
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#ifdef _MSC_VER
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#pragma once
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#endif
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#include "dthinker.h"
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class DLightningThinker : public DThinker
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{
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DECLARE_CLASS (DLightningThinker, DThinker);
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public:
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DLightningThinker ();
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~DLightningThinker ();
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void Serialize (FArchive &arc);
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void Tick ();
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void ForceLightning (int mode);
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void TerminateLightning();
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protected:
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void LightningFlash ();
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int NextLightningFlash;
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int LightningFlashCount;
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bool Stopped;
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short *LightningLightLevels;
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};
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void P_StartLightning ();
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void P_ForceLightning (int mode);
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#endif //__A_LIGHTNING_H__
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