Set the ZDRay-specific things to not spawn in the MAPINFO

This commit is contained in:
nashmuhandes 2021-10-05 18:17:28 +08:00
parent 52004f36b4
commit 82a3036429
3 changed files with 5 additions and 35 deletions

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@ -136,10 +136,10 @@ DoomEdNums
9872 = SpotLightFlickerAttenuated
9873 = SectorSpotLightAttenuated
9874 = SpotLightFlickerRandomAttenuated
9875 = LightProbe
9876 = PointLightStatic
9881 = SpotLightStatic
9890 = ZDRaySunlight
9875 = None // ZDRay light probe
9876 = None // ZDRay static point light
9881 = None // ZDRay static spotlight
9890 = None // ZDRay sun properties
9982 = SecActEyesAboveC
9983 = SecActEyesBelowC
9988 = CustomSprite

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@ -2,34 +2,4 @@
// Will despawn from the world as they serve no purpose at runtime.
// Currently used to light Actor sprites.
class LightProbe : Actor native
{
States
{
Spawn:
LPRO A 0;
Stop;
}
}
// Dummy Actors used to hold UDMF keys that ZDRay will parse lighting data from.
// These will simply despawn from the world at map start, as they serve no purpose at runtime.
// Currently only covers the basic point and spot lights.
// Lightmaps currently do not animate, so the various animated lights (pulsating, flickering etc) are skipped for now.
class StaticLightBase : Actor
{
States
{
Spawn:
TNT1 A 0;
Stop;
}
}
class PointLightStatic : StaticLightBase {}
class SpotLightStatic : StaticLightBase {}
// Sunlight Actors to define sunlight properties for the current map
class ZDRaySunlight : Actor {}
class LightProbe : Actor native {}