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Added "DontLightActors" flag for dynamic lights. Actors will not be illuminated by lights that are given this flag.
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parent
bdf761e457
commit
99d1581c27
5 changed files with 25 additions and 4 deletions
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@ -27,6 +27,7 @@ enum
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#define MF4_DONTLIGHTSELF MF4_SEESDAGGERS
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#define MF4_ATTENUATE MF4_INCOMBAT
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#define MF4_NOSHADOWMAP MF4_STANDSTILL
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#define MF4_DONTLIGHTACTORS MF4_EXTREMEDEATH
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enum ELightType
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{
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@ -127,6 +127,7 @@ public:
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void SetDontLightSelf(bool add) { m_dontlightself = add; }
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void SetAttenuate(bool on) { m_attenuate = on; }
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void SetHalo(bool halo) { m_halo = halo; }
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void SetDontLightActors(bool on) { m_dontlightactors = on; }
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void OrderIntensities()
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{
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@ -144,7 +145,7 @@ protected:
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DVector3 m_Pos;
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ELightType m_type;
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int8_t m_attenuate;
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bool m_subtractive, m_additive, m_halo, m_dontlightself;
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bool m_subtractive, m_additive, m_halo, m_dontlightself, m_dontlightactors;
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bool m_swapped = false;
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};
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@ -187,6 +188,7 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
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if (m_subtractive) light->flags4 |= MF4_SUBTRACTIVE;
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if (m_additive) light->flags4 |= MF4_ADDITIVE;
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if (m_dontlightself) light->flags4 |= MF4_DONTLIGHTSELF;
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if (m_dontlightactors) light->flags4 |= MF4_DONTLIGHTACTORS;
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light->m_tickCount = 0;
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if (m_type == PulseLight)
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{
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@ -236,6 +238,7 @@ static const char *LightTags[]=
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"halo",
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"dontlightself",
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"attenuate",
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"dontlightactors",
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NULL
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};
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@ -256,7 +259,8 @@ enum {
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LIGHTTAG_ADDITIVE,
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LIGHTTAG_HALO,
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LIGHTTAG_DONTLIGHTSELF,
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LIGHTTAG_ATTENUATE
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LIGHTTAG_ATTENUATE,
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LIGHTTAG_DONTLIGHTACTORS,
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};
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@ -394,6 +398,9 @@ static void ParsePointLight(FScanner &sc)
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case LIGHTTAG_ATTENUATE:
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defaults->SetAttenuate(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -476,6 +483,9 @@ static void ParsePulseLight(FScanner &sc)
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case LIGHTTAG_ATTENUATE:
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defaults->SetAttenuate(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -560,6 +570,9 @@ void ParseFlickerLight(FScanner &sc)
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case LIGHTTAG_ATTENUATE:
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defaults->SetAttenuate(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -643,6 +656,9 @@ void ParseFlickerLight2(FScanner &sc)
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case LIGHTTAG_ATTENUATE:
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defaults->SetAttenuate(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -723,6 +739,9 @@ static void ParseSectorLight(FScanner &sc)
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case LIGHTTAG_ATTENUATE:
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defaults->SetAttenuate(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -62,7 +62,7 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
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while (node)
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{
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light=node->lightsource;
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if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
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if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self) && !(light->flags4&MF4_DONTLIGHTACTORS))
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{
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float dist;
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@ -488,6 +488,7 @@ static FFlagDef DynLightFlagDefs[] =
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DEFINE_FLAG(MF4, DONTLIGHTSELF, ADynamicLight, flags4),
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DEFINE_FLAG(MF4, ATTENUATE, ADynamicLight, flags4),
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DEFINE_FLAG(MF4, NOSHADOWMAP, ADynamicLight, flags4),
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DEFINE_FLAG(MF4, DONTLIGHTACTORS, ADynamicLight, flags4),
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};
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static FFlagDef PowerSpeedFlagDefs[] =
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@ -237,7 +237,7 @@ namespace swrenderer
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while (node != nullptr)
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{
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ADynamicLight *light = node->lightsource;
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if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->flags4&MF4_DONTLIGHTSELF) || light->target != thing))
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if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->flags4&MF4_DONTLIGHTSELF) || light->target != thing) && !(light->flags4&MF4_DONTLIGHTACTORS))
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{
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float lx = (float)(light->X() - thing->X());
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float ly = (float)(light->Y() - thing->Y());
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