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Set the ZDRay-specific things to not spawn in the MAPINFO
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52004f36b4
commit
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3 changed files with 5 additions and 35 deletions
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@ -136,10 +136,10 @@ DoomEdNums
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9872 = SpotLightFlickerAttenuated
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9873 = SectorSpotLightAttenuated
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9874 = SpotLightFlickerRandomAttenuated
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9875 = LightProbe
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9876 = PointLightStatic
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9881 = SpotLightStatic
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9890 = ZDRaySunlight
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9875 = None // ZDRay light probe
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9876 = None // ZDRay static point light
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9881 = None // ZDRay static spotlight
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9890 = None // ZDRay sun properties
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9982 = SecActEyesAboveC
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9983 = SecActEyesBelowC
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9988 = CustomSprite
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@ -2,34 +2,4 @@
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// Will despawn from the world as they serve no purpose at runtime.
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// Currently used to light Actor sprites.
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class LightProbe : Actor native
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{
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States
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{
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Spawn:
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LPRO A 0;
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Stop;
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}
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}
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// Dummy Actors used to hold UDMF keys that ZDRay will parse lighting data from.
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// These will simply despawn from the world at map start, as they serve no purpose at runtime.
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// Currently only covers the basic point and spot lights.
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// Lightmaps currently do not animate, so the various animated lights (pulsating, flickering etc) are skipped for now.
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class StaticLightBase : Actor
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{
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States
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{
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Spawn:
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TNT1 A 0;
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Stop;
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}
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}
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class PointLightStatic : StaticLightBase {}
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class SpotLightStatic : StaticLightBase {}
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// Sunlight Actors to define sunlight properties for the current map
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class ZDRaySunlight : Actor {}
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class LightProbe : Actor native {}
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