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- properly track whether some action in the current frame may have triggered a dynamic light activation.
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6 changed files with 30 additions and 4 deletions
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@ -260,6 +260,7 @@ enum ELevelFlags : unsigned int
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LEVEL3_NOSHADOWMAP = 0x00010000, // disables shadowmaps for a given level.
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LEVEL3_AVOIDMELEE = 0x00020000, // global flag needed for proper MBF support.
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LEVEL3_NOJUMPDOWN = 0x00040000, // only for MBF21. Inverse of MBF's dog_jumping flag.
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LEVEL3_LIGHTCREATED = 0x00080000, // a light had been created in the last frame
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};
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@ -598,6 +598,9 @@ void P_SetupLevel(FLevelLocals *Level, int position, bool newGame)
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auto it = Level->GetThinkerIterator<AActor>();
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AActor* ac;
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Level->flags3 |= LEVEL3_LIGHTCREATED;
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// Initial setup of the dynamic lights.
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while ((ac = it.Next()))
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{
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@ -850,6 +850,7 @@ int AttachLightDef(AActor *self, int _lightid, int _lightname)
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auto userlight = self->UserLights[FindUserLight(self, lightid, true)];
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userlight->CopyFrom(*LightDefaults[lightdef]);
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self->flags8 |= MF8_RECREATELIGHTS;
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self->Level->flags3 |= LEVEL3_LIGHTCREATED;
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return 1;
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}
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return 0;
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@ -894,6 +895,7 @@ int AttachLightDirect(AActor *self, int _lightid, int type, int color, int radiu
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userlight->UnsetSpotPitch();
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}
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self->flags8 |= MF8_RECREATELIGHTS;
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self->Level->flags3 |= LEVEL3_LIGHTCREATED;
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return 1;
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}
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@ -931,6 +933,7 @@ int RemoveLight(AActor *self, int _lightid)
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delete self->UserLights[userlight];
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self->UserLights.Delete(userlight);
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self->flags8 |= MF8_RECREATELIGHTS;
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self->Level->flags3 |= LEVEL3_LIGHTCREATED;
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return 1;
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}
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return 0;
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@ -144,8 +144,9 @@ void FThinkerCollection::RunThinkers(FLevelLocals *Level)
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}
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} while (count != 0);
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if (Level->HasDynamicLights)
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if (Level->lights || (Level->flags3 & LEVEL3_LIGHTCREATED))
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{
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Level->flags3 &= ~LEVEL3_LIGHTCREATED;
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recreateLights();
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for (auto light = Level->lights; light;)
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{
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@ -174,8 +175,9 @@ void FThinkerCollection::RunThinkers(FLevelLocals *Level)
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}
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} while (count != 0);
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if (Level->lights && Level->HasDynamicLights)
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if (Level->lights || (Level->flags3 & LEVEL3_LIGHTCREATED))
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{
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Level->flags3 &= ~LEVEL3_LIGHTCREATED;
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recreateLights();
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// Also profile the internal dynamic lights, even though they are not implemented as thinkers.
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auto &prof = Profiles[NAME_InternalDynamicLight];
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@ -584,7 +584,11 @@ bool AActor::SetState (FState *newstate, bool nofunction)
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newstate = newstate->GetNextState();
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} while (tics == 0);
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if (GetInfo()->LightAssociations.Size())
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{
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flags8 |= MF8_RECREATELIGHTS;
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Level->flags3 |= LEVEL3_LIGHTCREATED;
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}
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return true;
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}
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@ -4799,7 +4803,11 @@ void AActor::PostBeginPlay ()
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{
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PrevAngles = Angles;
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flags7 |= MF7_HANDLENODELAY;
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if (GetInfo()->LightAssociations.Size())
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{
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flags8 |= MF8_RECREATELIGHTS;
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Level->flags3 |= LEVEL3_LIGHTCREATED;
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}
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}
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void AActor::CallPostBeginPlay()
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@ -1333,6 +1333,15 @@ enum ELevelFlags
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LEVEL3_HIDEAUTHORNAME = 0x00000100,
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LEVEL3_PROPERMONSTERFALLINGDAMAGE = 0x00000200, // Properly apply falling damage to the monsters
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LEVEL3_SKYBOXAO = 0x00000400, // Apply SSAO to sector skies
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LEVEL3_E1M8SPECIAL = 0x00000800,
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LEVEL3_E2M8SPECIAL = 0x00001000,
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LEVEL3_E3M8SPECIAL = 0x00002000,
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LEVEL3_E4M8SPECIAL = 0x00004000,
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LEVEL3_E4M6SPECIAL = 0x00008000,
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LEVEL3_NOSHADOWMAP = 0x00010000, // disables shadowmaps for a given level.
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LEVEL3_AVOIDMELEE = 0x00020000, // global flag needed for proper MBF support.
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LEVEL3_NOJUMPDOWN = 0x00040000, // only for MBF21. Inverse of MBF's dog_jumping flag.
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LEVEL3_LIGHTCREATED = 0x00080000, // a light had been created in the last frame
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};
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// [RH] Compatibility flags.
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