- add dynamic lights to editor number table and remove them from DECORATE definitions.

This commit is contained in:
Christoph Oelckers 2015-04-04 10:42:44 +02:00
parent 39b5bcc4f0
commit b0c0012d60
2 changed files with 36 additions and 36 deletions

View file

@ -10,93 +10,93 @@ ACTOR DynamicLight native
}
ACTOR PointLight : DynamicLight 9800
ACTOR PointLight : DynamicLight
{
DynamicLight.Type "Point"
}
ACTOR PointLightPulse : PointLight 9801
ACTOR PointLightPulse : PointLight
{
DynamicLight.Type "Pulse"
}
ACTOR PointLightFlicker : PointLight 9802
ACTOR PointLightFlicker : PointLight
{
DynamicLight.Type "Flicker"
}
ACTOR SectorPointLight : PointLight 9803
ACTOR SectorPointLight : PointLight
{
DynamicLight.Type "Sector"
}
ACTOR PointLightFlickerRandom : PointLight 9804
ACTOR PointLightFlickerRandom : PointLight
{
DynamicLight.Type "RandomFlicker"
}
// MISSILEMORE and MISSILEEVENMORE are used by the lights for additive and subtractive lights
ACTOR PointLightAdditive : PointLight 9810
ACTOR PointLightAdditive : PointLight
{
+MISSILEMORE
}
ACTOR PointLightPulseAdditive : PointLightPulse 9811
ACTOR PointLightPulseAdditive : PointLightPulse
{
+MISSILEMORE
}
ACTOR PointLightFlickerAdditive : PointLightFlicker 9812
ACTOR PointLightFlickerAdditive : PointLightFlicker
{
+MISSILEMORE
}
ACTOR SectorPointLightAdditive : SectorPointLight 9813
ACTOR SectorPointLightAdditive : SectorPointLight
{
+MISSILEMORE
}
ACTOR PointLightFlickerRandomAdditive :PointLightFlickerRandom 9814
ACTOR PointLightFlickerRandomAdditive :PointLightFlickerRandom
{
+MISSILEMORE
}
ACTOR PointLightSubtractive : PointLight 9820
ACTOR PointLightSubtractive : PointLight
{
+MISSILEEVENMORE
}
ACTOR PointLightPulseSubtractive : PointLightPulse 9821
ACTOR PointLightPulseSubtractive : PointLightPulse
{
+MISSILEEVENMORE
}
ACTOR PointLightFlickerSubtractive : PointLightFlicker 9822
ACTOR PointLightFlickerSubtractive : PointLightFlicker
{
+MISSILEEVENMORE
}
ACTOR SectorPointLightSubtractive : SectorPointLight 9823
ACTOR SectorPointLightSubtractive : SectorPointLight
{
+MISSILEEVENMORE
}
ACTOR PointLightFlickerRandomSubtractive : PointLightFlickerRandom 9824
ACTOR PointLightFlickerRandomSubtractive : PointLightFlickerRandom
{
+MISSILEEVENMORE
}
ACTOR VavoomLight : DynamicLight 9825 native
ACTOR VavoomLight : DynamicLight native
{
}
ACTOR VavoomLightWhite : VavoomLight 1502 native
ACTOR VavoomLightWhite : VavoomLight native
{
}
ACTOR VavoomLightColor : VavoomLight 1503 native
ACTOR VavoomLightColor : VavoomLight native
{
}

View file

@ -28,8 +28,8 @@ DoomEdNums
1411 = "$SSeqOverride"
1500 = "$VavoomFloor"
1501 = "$VavoomCeiling"
1502 = none
1503 = none
1502 = VavoomLightWhite
1503 = VavoomLightColor
1504 = "$VertexFloorZ"
1505 = "$VertexCeilingZ"
5001 = PointPusher
@ -85,22 +85,22 @@ DoomEdNums
9503 = "$SetCeilingSlope"
9510 = "$CopyFloorPlane"
9511 = "$CopyCeilingPlane"
9800 = none
9801 = none
9802 = none
9803 = none
9804 = none
9810 = none
9811 = none
9812 = none
9813 = none
9814 = none
9820 = none
9821 = none
9822 = none
9823 = none
9824 = none
9825 = none
9800 = PointLight
9801 = PointLightPulse
9802 = PointLightFlicker
9803 = SectorPointLight
9804 = PointLightFlickerRandom
9810 = PointLightAdditive
9811 = PointLightPulseAdditive
9812 = PointLightFlickerAdditive
9813 = SectorPointLightAdditive
9814 = PointLightFlickerRandomAdditive
9820 = PointLightSubtractive
9821 = PointLightPulseSubtractive
9822 = PointLightFlickerSubtractive
9823 = SectorPointLightSubtractive
9824 = PointLightFlickerRandomSubtractive
9825 = VavoomLight
9982 = SecActEyesAboveC
9983 = SecActEyesBelowC
9988 = CustomSprite